mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 21:11:39 +00:00
This commit is contained in:
commit
de5f5a1221
30 changed files with 628 additions and 554 deletions
|
@ -1150,6 +1150,7 @@ set (PCH_SOURCES
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p_pusher.cpp
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p_saveg.cpp
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p_scroll.cpp
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p_secnodes.cpp
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p_sectors.cpp
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p_setup.cpp
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p_sight.cpp
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@ -1148,8 +1148,8 @@ public:
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// a linked list of sectors where this object appears
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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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struct msecnode_t *touching_sectorportallist; // same for cross-sectorportal rendering
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struct portnode_t *touching_lineportallist; // and for cross-lineportal
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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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@ -302,9 +302,9 @@ static void PrepareSectorData()
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static void PrepareTransparentDoors(sector_t * sector)
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{
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bool solidwall=false;
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int notextures=0;
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int nobtextures=0;
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int selfref=0;
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unsigned int notextures=0;
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unsigned int nobtextures=0;
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unsigned int selfref=0;
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sector_t * nextsec=NULL;
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#ifdef _DEBUG
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@ -125,7 +125,7 @@ int gl_CheckSpriteGlow(sector_t *sector, int lightlevel, const DVector3 &pos)
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}
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}
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}
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else if (c != -1)
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else if (c != ~0u)
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{
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bottomglowcolor[0] = c.r / 255.f;
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bottomglowcolor[1] = c.g / 255.f;
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@ -171,7 +171,7 @@ bool gl_GetWallGlow(sector_t *sector, float *topglowcolor, float *bottomglowcolo
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}
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}
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}
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else if (c != -1)
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else if (c != ~0u)
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{
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topglowcolor[0] = c.r / 255.f;
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topglowcolor[1] = c.g / 255.f;
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@ -195,7 +195,7 @@ bool gl_GetWallGlow(sector_t *sector, float *topglowcolor, float *bottomglowcolo
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}
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}
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}
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else if (c != -1)
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else if (c != ~0u)
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{
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bottomglowcolor[0] = c.r / 255.f;
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bottomglowcolor[1] = c.g / 255.f;
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@ -214,4 +214,4 @@ CCMD(setglow)
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auto s = players[0].mo->Sector;
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s->planes[sector_t::floor].GlowHeight = 128;
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s->planes[sector_t::floor].GlowColor = 0xff0000;
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}
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}
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@ -48,9 +48,9 @@ static inline uint32_t rgb_to_yuv(uint32_t c)
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/* Test if there is difference in color */
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static inline int yuv_diff(uint32_t yuv1, uint32_t yuv2) {
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return (( abs((int64_t)(yuv1 & Ymask) - (int64_t)(yuv2 & Ymask)) > trY ) ||
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( abs((int64_t)(yuv1 & Umask) - (int64_t)(yuv2 & Umask)) > trU ) ||
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( abs((int64_t)(yuv1 & Vmask) - (int64_t)(yuv2 & Vmask)) > trV ) );
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return (( abs((int32_t)(yuv1 & Ymask) - (int32_t)(yuv2 & Ymask)) > trY ) ||
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( abs((int32_t)(yuv1 & Umask) - (int32_t)(yuv2 & Umask)) > trU ) ||
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( abs((int32_t)(yuv1 & Vmask) - (int32_t)(yuv2 & Vmask)) > trV ) );
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}
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static inline int Diff(uint32_t c1, uint32_t c2)
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@ -5,7 +5,7 @@
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#include "v_palette.h"
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#include "r_data/colormaps.h"
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extern DWORD gl_fixedcolormap;
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extern int gl_fixedcolormap;
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struct lightlist_t;
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@ -35,7 +35,7 @@ inline bool gl_isWhite(PalEntry color)
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return color.r + color.g + color.b == 3*0xff;
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}
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extern DWORD gl_fixedcolormap;
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extern int gl_fixedcolormap;
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inline bool gl_isFullbright(PalEntry color, int lightlevel)
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{
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@ -61,4 +61,4 @@ inline void FColormap::CopyFrom3DLight(lightlist_t *light)
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#endif
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#endif
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@ -323,7 +323,7 @@ void FGLRenderer::UpdateCameraExposure()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// Find the average value:
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for (int i = 0; i + 1 < mBuffers->ExposureLevels.Size(); i++)
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for (unsigned int i = 0; i + 1 < mBuffers->ExposureLevels.Size(); i++)
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{
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const auto &level = mBuffers->ExposureLevels[i];
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const auto &next = mBuffers->ExposureLevels[i + 1];
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@ -448,7 +448,7 @@ void FGLRenderBuffers::CreateExposureLevels(int width, int height)
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void FGLRenderBuffers::CreateEyeBuffers(int eye)
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{
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if (mEyeFBs.Size() > eye)
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if (mEyeFBs.Size() > unsigned(eye))
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return;
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GLint activeTex, textureBinding, frameBufferBinding;
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@ -457,7 +457,7 @@ void FGLRenderBuffers::CreateEyeBuffers(int eye)
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &frameBufferBinding);
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while (mEyeFBs.Size() <= eye)
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while (mEyeFBs.Size() <= unsigned(eye))
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{
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GLuint texture = Create2DTexture("EyeTexture", GL_RGBA16F, mWidth, mHeight);
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mEyeTextures.Push(texture);
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@ -482,7 +482,7 @@ GLuint FGLRenderBuffers::Create2DTexture(const FString &name, GLuint format, int
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glBindTexture(GL_TEXTURE_2D, handle);
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FGLDebug::LabelObject(GL_TEXTURE, handle, name);
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GLenum dataformat, datatype;
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GLenum dataformat = 0, datatype = 0;
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switch (format)
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{
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case GL_RGBA8: dataformat = GL_RGBA; datatype = GL_UNSIGNED_BYTE; break;
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@ -383,7 +383,7 @@ static inline void RenderThings(subsector_t * sub, sector_t * sector)
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GLRenderer->ProcessSprite(thing, sector, false);
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}
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for (msecnode_t *node = sec->render_thinglist; node; node = node->m_snext)
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for (msecnode_t *node = sec->sectorportal_thinglist; node; node = node->m_snext)
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{
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AActor *thing = node->m_thing;
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FIntCVar *cvar = thing->GetClass()->distancecheck;
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@ -88,7 +88,7 @@ extern int viewpitch;
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extern bool NoInterpolateView;
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extern bool r_showviewer;
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DWORD gl_fixedcolormap;
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int gl_fixedcolormap;
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area_t in_area;
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TArray<BYTE> currentmapsection;
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int camtexcount;
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@ -1189,7 +1189,7 @@ void gl_RenderActorsInPortal(FGLLinePortal *glport)
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if (port2 != nullptr && port->mDestination == port2->mOrigin && port->mOrigin == port2->mDestination)
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{
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for (portnode_t *node = port->render_thinglist; node != nullptr; node = node->m_snext)
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for (portnode_t *node = port->lineportal_thinglist; node != nullptr; node = node->m_snext)
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{
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AActor *th = node->m_thing;
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@ -1245,7 +1245,7 @@ void GLWall::ClipFFloors(seg_t * seg, F3DFloor * ffloor, sector_t * frontsector,
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{
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TArray<F3DFloor *> & frontffloors = frontsector->e->XFloor.ffloors;
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int flags = ffloor->flags & (FF_SWIMMABLE | FF_TRANSLUCENT);
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const unsigned int flags = ffloor->flags & (FF_SWIMMABLE | FF_TRANSLUCENT);
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for (unsigned int i = 0; i < frontffloors.Size(); i++)
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{
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@ -6,6 +6,7 @@
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class FPresentShaderBase
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{
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public:
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virtual ~FPresentShaderBase() {}
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virtual void Bind() = 0;
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FBufferedUniform1f InvGamma;
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@ -26,4 +27,4 @@ public:
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FBufferedUniformSampler InputTexture;
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};
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#endif
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#endif
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@ -143,7 +143,7 @@ void FGLDebug::SetupBreakpointMode()
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void FGLDebug::UpdateLoggingLevel()
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{
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int level = gl_debug_level;
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const GLenum level = gl_debug_level;
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if (level != mCurrentLevel)
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{
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glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_HIGH, 0, nullptr, level > 0);
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@ -285,7 +285,7 @@ const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int transla
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if (translation <= 0) translation = -translation;
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else
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{
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alphatrans = (gl.legacyMode && translation == TRANSLATION(TRANSLATION_Standard, 8));
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alphatrans = (gl.legacyMode && DWORD(translation) == TRANSLATION(TRANSLATION_Standard, 8));
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translation = GLTranslationPalette::GetInternalTranslation(translation);
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}
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@ -31,6 +31,13 @@ extern double bmaporgx;
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extern double bmaporgy; // origin of block map
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extern FBlockNode** blocklinks; // for thing chains
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// mapblocks are used to check movement
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// against lines and things
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enum
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{
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MAPBLOCKUNITS = 128
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};
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inline int GetBlockX(double xpos)
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{
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return int((xpos - bmaporgx) / MAPBLOCKUNITS);
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@ -38,9 +38,11 @@ class APlayerPawn;
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struct line_t;
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struct sector_t;
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struct msecnode_t;
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struct portnode_t;
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struct secplane_t;
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struct FCheckPosition;
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struct FTranslatedLineTarget;
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struct FLinePortal;
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#include <stdlib.h>
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@ -48,10 +50,6 @@ struct FTranslatedLineTarget;
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#define BONUSADD 6
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// mapblocks are used to check movement
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// against lines and things
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#define MAPBLOCKUNITS 128
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// Inspired by Maes
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extern int bmapnegx;
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extern int bmapnegy;
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@ -393,8 +391,14 @@ 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 *, 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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void P_DelSeclist(portnode_t *, portnode_t *FLinePortal::*seclisthead);
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template<class nodetype, class linktype>
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nodetype *P_AddSecnode(linktype *s, AActor *thing, nodetype *nextnode, nodetype *&sec_thinglist);
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template<class nodetype, class linktype>
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nodetype* P_DelSecnode(nodetype *, nodetype *linktype::*head);
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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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|
|
407
src/p_map.cpp
407
src/p_map.cpp
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@ -6448,413 +6448,6 @@ bool P_ChangeSector(sector_t *sector, int crunch, double amt, int floorOrCeil, b
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return cpos.nofit;
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}
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//=============================================================================
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// phares 3/21/98
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//
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// Maintain a freelist of msecnode_t's to reduce memory allocs and frees.
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//=============================================================================
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msecnode_t *headsecnode = NULL;
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//=============================================================================
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//
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// P_GetSecnode
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//
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// Retrieve a node from the freelist. The calling routine
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// should make sure it sets all fields properly.
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//
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//=============================================================================
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msecnode_t *P_GetSecnode()
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{
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msecnode_t *node;
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if (headsecnode)
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{
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node = headsecnode;
|
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headsecnode = headsecnode->m_snext;
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}
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else
|
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{
|
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node = (msecnode_t *)M_Malloc(sizeof(*node));
|
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}
|
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return node;
|
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}
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|
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//=============================================================================
|
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//
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// P_PutSecnode
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//
|
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// Returns a node to the freelist.
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//
|
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//=============================================================================
|
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|
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void P_PutSecnode(msecnode_t *node)
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{
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node->m_snext = headsecnode;
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headsecnode = node;
|
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}
|
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|
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//=============================================================================
|
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// phares 3/16/98
|
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//
|
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// P_AddSecnode
|
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//
|
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// Searches the current list to see if this sector is
|
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// already there. If not, it adds a sector node at the head of the list of
|
||||
// sectors this object appears in. This is called when creating a list of
|
||||
// nodes that will get linked in later. Returns a pointer to the new node.
|
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//
|
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//=============================================================================
|
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|
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msecnode_t *P_AddSecnode(sector_t *s, AActor *thing, msecnode_t *nextnode, msecnode_t *&sec_thinglist)
|
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{
|
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msecnode_t *node;
|
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|
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if (s == 0)
|
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{
|
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I_FatalError("AddSecnode of 0 for %s\n", thing->GetClass()->TypeName.GetChars());
|
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}
|
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|
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node = nextnode;
|
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while (node)
|
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{
|
||||
if (node->m_sector == s) // Already have a node for this sector?
|
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{
|
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node->m_thing = thing; // Yes. Setting m_thing says 'keep it'.
|
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return nextnode;
|
||||
}
|
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node = node->m_tnext;
|
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}
|
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|
||||
// Couldn't find an existing node for this sector. Add one at the head
|
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// of the list.
|
||||
|
||||
node = P_GetSecnode();
|
||||
|
||||
// killough 4/4/98, 4/7/98: mark new nodes unvisited.
|
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node->visited = 0;
|
||||
|
||||
node->m_sector = s; // sector
|
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node->m_thing = thing; // mobj
|
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node->m_tprev = NULL; // prev node on Thing thread
|
||||
node->m_tnext = nextnode; // next node on Thing thread
|
||||
if (nextnode)
|
||||
nextnode->m_tprev = node; // set back link on Thing
|
||||
|
||||
// Add new node at head of sector thread starting at s->touching_thinglist
|
||||
|
||||
node->m_sprev = NULL; // prev node on sector thread
|
||||
node->m_snext = sec_thinglist; // next node on sector thread
|
||||
if (sec_thinglist)
|
||||
node->m_snext->m_sprev = node;
|
||||
sec_thinglist = node;
|
||||
return node;
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
// P_DelSecnode
|
||||
//
|
||||
// Deletes a sector node from the list of
|
||||
// sectors this object appears in. Returns a pointer to the next node
|
||||
// on the linked list, or NULL.
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
msecnode_t *P_DelSecnode(msecnode_t *node, msecnode_t *sector_t::*listhead)
|
||||
{
|
||||
msecnode_t* tp; // prev node on thing thread
|
||||
msecnode_t* tn; // next node on thing thread
|
||||
msecnode_t* sp; // prev node on sector thread
|
||||
msecnode_t* sn; // next node on sector thread
|
||||
|
||||
if (node)
|
||||
{
|
||||
// Unlink from the Thing thread. The Thing thread begins at
|
||||
// sector_list and not from AActor->touching_sectorlist.
|
||||
|
||||
tp = node->m_tprev;
|
||||
tn = node->m_tnext;
|
||||
if (tp)
|
||||
tp->m_tnext = tn;
|
||||
if (tn)
|
||||
tn->m_tprev = tp;
|
||||
|
||||
// Unlink from the sector thread. This thread begins at
|
||||
// sector_t->touching_thinglist.
|
||||
|
||||
sp = node->m_sprev;
|
||||
sn = node->m_snext;
|
||||
if (sp)
|
||||
sp->m_snext = sn;
|
||||
else
|
||||
node->m_sector->*listhead = sn;
|
||||
if (sn)
|
||||
sn->m_sprev = sp;
|
||||
|
||||
// Return this node to the freelist
|
||||
|
||||
P_PutSecnode(node);
|
||||
return tn;
|
||||
}
|
||||
return NULL;
|
||||
} // phares 3/13/98
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
// P_DelSeclist
|
||||
//
|
||||
// Delete an entire sector list
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
void P_DelSeclist(msecnode_t *node, msecnode_t *sector_t::*sechead)
|
||||
{
|
||||
while (node)
|
||||
node = P_DelSecnode(node, sechead);
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
// phares 3/14/98
|
||||
//
|
||||
// P_CreateSecNodeList
|
||||
//
|
||||
// Alters/creates the sector_list that shows what sectors the object resides in
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
msecnode_t *P_CreateSecNodeList(AActor *thing, double radius, msecnode_t *sector_list, msecnode_t *sector_t::*seclisthead)
|
||||
{
|
||||
msecnode_t *node;
|
||||
|
||||
// First, clear out the existing m_thing fields. As each node is
|
||||
// added or verified as needed, m_thing will be set properly. When
|
||||
// finished, delete all nodes where m_thing is still NULL. These
|
||||
// represent the sectors the Thing has vacated.
|
||||
|
||||
node = sector_list;
|
||||
while (node)
|
||||
{
|
||||
node->m_thing = NULL;
|
||||
node = node->m_tnext;
|
||||
}
|
||||
|
||||
FBoundingBox box(thing->X(), thing->Y(), radius);
|
||||
FBlockLinesIterator it(box);
|
||||
line_t *ld;
|
||||
|
||||
while ((ld = it.Next()))
|
||||
{
|
||||
if (!box.inRange(ld) || box.BoxOnLineSide(ld) != -1)
|
||||
continue;
|
||||
|
||||
// This line crosses through the object.
|
||||
|
||||
// Collect the sector(s) from the line and add to the
|
||||
// sector_list you're examining. If the Thing ends up being
|
||||
// allowed to move to this position, then the sector_list
|
||||
// will be attached to the Thing's AActor at touching_sectorlist.
|
||||
|
||||
sector_list = P_AddSecnode(ld->frontsector, thing, sector_list, ld->frontsector->*seclisthead);
|
||||
|
||||
// Don't assume all lines are 2-sided, since some Things
|
||||
// like MT_TFOG are allowed regardless of whether their radius takes
|
||||
// them beyond an impassable linedef.
|
||||
|
||||
// killough 3/27/98, 4/4/98:
|
||||
// Use sidedefs instead of 2s flag to determine two-sidedness.
|
||||
|
||||
if (ld->backsector)
|
||||
sector_list = P_AddSecnode(ld->backsector, thing, sector_list, ld->backsector->*seclisthead);
|
||||
}
|
||||
|
||||
// Add the sector of the (x,y) point to sector_list.
|
||||
|
||||
sector_list = P_AddSecnode(thing->Sector, thing, sector_list, thing->Sector->*seclisthead);
|
||||
|
||||
// Now delete any nodes that won't be used. These are the ones where
|
||||
// m_thing is still NULL.
|
||||
|
||||
node = sector_list;
|
||||
while (node)
|
||||
{
|
||||
if (node->m_thing == NULL)
|
||||
{
|
||||
if (node == sector_list)
|
||||
sector_list = node->m_tnext;
|
||||
node = P_DelSecnode(node, seclisthead);
|
||||
}
|
||||
else
|
||||
{
|
||||
node = node->m_tnext;
|
||||
}
|
||||
}
|
||||
return sector_list;
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
// P_DelPortalnode
|
||||
//
|
||||
// Same for line portal nodes
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
portnode_t *P_DelPortalnode(portnode_t *node)
|
||||
{
|
||||
portnode_t* tp; // prev node on thing thread
|
||||
portnode_t* tn; // next node on thing thread
|
||||
portnode_t* sp; // prev node on sector thread
|
||||
portnode_t* sn; // next node on sector thread
|
||||
|
||||
if (node)
|
||||
{
|
||||
// Unlink from the Thing thread. The Thing thread begins at
|
||||
// sector_list and not from AActor->touching_sectorlist.
|
||||
|
||||
tp = node->m_tprev;
|
||||
tn = node->m_tnext;
|
||||
if (tp)
|
||||
tp->m_tnext = tn;
|
||||
if (tn)
|
||||
tn->m_tprev = tp;
|
||||
|
||||
// Unlink from the sector thread. This thread begins at
|
||||
// sector_t->touching_thinglist.
|
||||
|
||||
sp = node->m_sprev;
|
||||
sn = node->m_snext;
|
||||
if (sp)
|
||||
sp->m_snext = sn;
|
||||
else
|
||||
node->m_portal->render_thinglist = sn;
|
||||
if (sn)
|
||||
sn->m_sprev = sp;
|
||||
|
||||
// Return this node to the freelist (use the same one as for msecnodes, since both types are the same size.)
|
||||
P_PutSecnode(reinterpret_cast<msecnode_t *>(node));
|
||||
return tn;
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
// P_AddPortalnode
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
portnode_t *P_AddPortalnode(FLinePortal *s, AActor *thing, portnode_t *nextnode)
|
||||
{
|
||||
portnode_t *node;
|
||||
|
||||
if (s == 0)
|
||||
{
|
||||
I_FatalError("AddSecnode of 0 for %s\n", thing->GetClass()->TypeName.GetChars());
|
||||
}
|
||||
|
||||
node = reinterpret_cast<portnode_t*>(P_GetSecnode());
|
||||
|
||||
// killough 4/4/98, 4/7/98: mark new nodes unvisited.
|
||||
node->visited = 0;
|
||||
|
||||
node->m_portal = s; // portal
|
||||
node->m_thing = thing; // mobj
|
||||
node->m_tprev = NULL; // prev node on Thing thread
|
||||
node->m_tnext = nextnode; // next node on Thing thread
|
||||
if (nextnode)
|
||||
nextnode->m_tprev = node; // set back link on Thing
|
||||
|
||||
// Add new node at head of portal thread starting at s->touching_thinglist
|
||||
|
||||
node->m_sprev = NULL; // prev node on portal thread
|
||||
node->m_snext = s->render_thinglist; // next node on portal thread
|
||||
if (s->render_thinglist)
|
||||
node->m_snext->m_sprev = node;
|
||||
s->render_thinglist = node;
|
||||
return node;
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Handle the lists used to render actors from other portal areas
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void AActor::UpdateRenderSectorList()
|
||||
{
|
||||
static const double SPRITE_SPACE = 64.;
|
||||
if (Pos() != OldRenderPos && !(flags & MF_NOSECTOR))
|
||||
{
|
||||
// Only check if the map contains line portals
|
||||
ClearRenderLineList();
|
||||
if (PortalBlockmap.containsLines && Pos().XY() != OldRenderPos.XY())
|
||||
{
|
||||
int bx = GetBlockX(X());
|
||||
int by = GetBlockY(Y());
|
||||
FBoundingBox bb(X(), Y(), MIN(radius*1.5, 128.)); // Don't go further than 128 map units, even for large actors
|
||||
// Are there any portals near the actor's position?
|
||||
if (bx >= 0 && by >= 0 && bx < bmapwidth && by < bmapheight && PortalBlockmap(bx, by).neighborContainsLines)
|
||||
{
|
||||
// Go through the entire list. In most cases this is faster than setting up a blockmap iterator
|
||||
for (auto &p : linePortals)
|
||||
{
|
||||
if (p.mType == PORTT_VISUAL) continue;
|
||||
if (bb.inRange(p.mOrigin) && bb.BoxOnLineSide(p.mOrigin))
|
||||
{
|
||||
render_portallist = P_AddPortalnode(&p, this, render_portallist);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
sector_t *sec = Sector;
|
||||
double lasth = -FLT_MAX;
|
||||
ClearRenderSectorList();
|
||||
while (!sec->PortalBlocksMovement(sector_t::ceiling))
|
||||
{
|
||||
double planeh = sec->GetPortalPlaneZ(sector_t::ceiling);
|
||||
if (planeh <= lasth) break; // broken setup.
|
||||
if (Top() + SPRITE_SPACE < planeh) break;
|
||||
lasth = planeh;
|
||||
DVector2 newpos = Pos() + sec->GetPortalDisplacement(sector_t::ceiling);
|
||||
sec = P_PointInSector(newpos);
|
||||
render_sectorlist = P_AddSecnode(sec, this, render_sectorlist, sec->render_thinglist);
|
||||
}
|
||||
sec = Sector;
|
||||
lasth = FLT_MAX;
|
||||
while (!sec->PortalBlocksMovement(sector_t::floor))
|
||||
{
|
||||
double planeh = sec->GetPortalPlaneZ(sector_t::floor);
|
||||
if (planeh >= lasth) break; // broken setup.
|
||||
if (Z() - SPRITE_SPACE > planeh) break;
|
||||
lasth = planeh;
|
||||
DVector2 newpos = Pos() + sec->GetPortalDisplacement(sector_t::floor);
|
||||
sec = P_PointInSector(newpos);
|
||||
render_sectorlist = P_AddSecnode(sec, this, render_sectorlist, sec->render_thinglist);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void AActor::ClearRenderSectorList()
|
||||
{
|
||||
msecnode_t *node = render_sectorlist;
|
||||
while (node)
|
||||
node = P_DelSecnode(node, §or_t::render_thinglist);
|
||||
render_sectorlist = NULL;
|
||||
}
|
||||
|
||||
void AActor::ClearRenderLineList()
|
||||
{
|
||||
portnode_t *node = render_portallist;
|
||||
while (node)
|
||||
node = P_DelPortalnode(node);
|
||||
render_portallist = NULL;
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
|
|
|
@ -138,10 +138,10 @@ DPSprite::DPSprite(player_t *owner, AActor *caller, int id)
|
|||
: x(.0), y(.0),
|
||||
oldx(.0), oldy(.0),
|
||||
firstTic(true),
|
||||
Sprite(0),
|
||||
Flags(0),
|
||||
Caller(caller),
|
||||
Owner(owner),
|
||||
Sprite(0),
|
||||
ID(id),
|
||||
processPending(true),
|
||||
alpha(1),
|
||||
|
|
444
src/p_secnodes.cpp
Normal file
444
src/p_secnodes.cpp
Normal file
|
@ -0,0 +1,444 @@
|
|||
// Emacs style mode select -*- C++ -*-
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// $Id:$
|
||||
//
|
||||
// Copyright (C) 1998-1996 by id Software, Inc.
|
||||
//
|
||||
// This source is available for distribution and/or modification
|
||||
// only under the terms of the DOOM Source Code License as
|
||||
// published by id Software. All rights reserved.
|
||||
//
|
||||
// The source is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
|
||||
// for more details.
|
||||
//
|
||||
// $Log:$
|
||||
//
|
||||
// DESCRIPTION:
|
||||
// Boom secnodes
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "r_state.h"
|
||||
#include "p_maputl.h"
|
||||
#include "p_blockmap.h"
|
||||
#include "memarena.h"
|
||||
|
||||
//=============================================================================
|
||||
// phares 3/21/98
|
||||
//
|
||||
// Maintain a freelist of msecnode_t's to reduce memory allocs and frees.
|
||||
//=============================================================================
|
||||
|
||||
msecnode_t *headsecnode = nullptr;
|
||||
FMemArena secnodearena;
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
// P_GetSecnode
|
||||
//
|
||||
// Retrieve a node from the freelist. The calling routine
|
||||
// should make sure it sets all fields properly.
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
msecnode_t *P_GetSecnode()
|
||||
{
|
||||
msecnode_t *node;
|
||||
|
||||
if (headsecnode)
|
||||
{
|
||||
node = headsecnode;
|
||||
headsecnode = headsecnode->m_snext;
|
||||
}
|
||||
else
|
||||
{
|
||||
node = (msecnode_t *)secnodearena.Alloc(sizeof(*node));
|
||||
}
|
||||
return node;
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
// P_PutSecnode
|
||||
//
|
||||
// Returns a node to the freelist.
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
void P_PutSecnode(msecnode_t *node)
|
||||
{
|
||||
node->m_snext = headsecnode;
|
||||
headsecnode = node;
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
// phares 3/16/98
|
||||
//
|
||||
// P_AddSecnode
|
||||
//
|
||||
// Searches the current list to see if this sector is
|
||||
// already there. If not, it adds a sector node at the head of the list of
|
||||
// sectors this object appears in. This is called when creating a list of
|
||||
// nodes that will get linked in later. Returns a pointer to the new node.
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
template<class nodetype, class linktype>
|
||||
nodetype *P_AddSecnode(linktype *s, AActor *thing, nodetype *nextnode, nodetype *&sec_thinglist)
|
||||
{
|
||||
nodetype *node;
|
||||
|
||||
if (s == 0)
|
||||
{
|
||||
I_FatalError("AddSecnode of 0 for %s\n", thing->GetClass()->TypeName.GetChars());
|
||||
}
|
||||
|
||||
node = nextnode;
|
||||
while (node)
|
||||
{
|
||||
if (node->m_sector == s) // Already have a node for this sector?
|
||||
{
|
||||
node->m_thing = thing; // Yes. Setting m_thing says 'keep it'.
|
||||
return nextnode;
|
||||
}
|
||||
node = node->m_tnext;
|
||||
}
|
||||
|
||||
// Couldn't find an existing node for this sector. Add one at the head
|
||||
// of the list.
|
||||
|
||||
node = (nodetype*)P_GetSecnode();
|
||||
|
||||
// killough 4/4/98, 4/7/98: mark new nodes unvisited.
|
||||
node->visited = 0;
|
||||
|
||||
node->m_sector = s; // sector
|
||||
node->m_thing = thing; // mobj
|
||||
node->m_tprev = nullptr; // prev node on Thing thread
|
||||
node->m_tnext = nextnode; // next node on Thing thread
|
||||
if (nextnode)
|
||||
nextnode->m_tprev = node; // set back link on Thing
|
||||
|
||||
// Add new node at head of sector thread starting at s->touching_thinglist
|
||||
|
||||
node->m_sprev = nullptr; // prev node on sector thread
|
||||
node->m_snext = sec_thinglist; // next node on sector thread
|
||||
if (sec_thinglist)
|
||||
node->m_snext->m_sprev = node;
|
||||
sec_thinglist = node;
|
||||
return node;
|
||||
}
|
||||
|
||||
template msecnode_t *P_AddSecnode<msecnode_t, sector_t>(sector_t *s, AActor *thing, msecnode_t *nextnode, msecnode_t *&sec_thinglist);
|
||||
template portnode_t *P_AddSecnode<portnode_t, FLinePortal>(FLinePortal *s, AActor *thing, portnode_t *nextnode, portnode_t *&sec_thinglist);
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
// P_DelSecnode
|
||||
//
|
||||
// Deletes a sector node from the list of
|
||||
// sectors this object appears in. Returns a pointer to the next node
|
||||
// on the linked list, or nullptr.
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
template<class nodetype, class linktype>
|
||||
nodetype *P_DelSecnode(nodetype *node, nodetype *linktype::*listhead)
|
||||
{
|
||||
nodetype* tp; // prev node on thing thread
|
||||
nodetype* tn; // next node on thing thread
|
||||
nodetype* sp; // prev node on sector thread
|
||||
nodetype* sn; // next node on sector thread
|
||||
|
||||
if (node)
|
||||
{
|
||||
// Unlink from the Thing thread. The Thing thread begins at
|
||||
// sector_list and not from AActor->touching_sectorlist.
|
||||
|
||||
tp = node->m_tprev;
|
||||
tn = node->m_tnext;
|
||||
if (tp)
|
||||
tp->m_tnext = tn;
|
||||
if (tn)
|
||||
tn->m_tprev = tp;
|
||||
|
||||
// Unlink from the sector thread. This thread begins at
|
||||
// sector_t->touching_thinglist.
|
||||
|
||||
sp = node->m_sprev;
|
||||
sn = node->m_snext;
|
||||
if (sp)
|
||||
sp->m_snext = sn;
|
||||
else
|
||||
node->m_sector->*listhead = sn;
|
||||
if (sn)
|
||||
sn->m_sprev = sp;
|
||||
|
||||
// Return this node to the freelist
|
||||
|
||||
P_PutSecnode((msecnode_t*)node);
|
||||
return tn;
|
||||
}
|
||||
return nullptr;
|
||||
} // phares 3/13/98
|
||||
|
||||
template msecnode_t *P_DelSecnode(msecnode_t *node, msecnode_t *sector_t::*listhead);
|
||||
template portnode_t *P_DelSecnode(portnode_t *node, portnode_t *FLinePortal::*listhead);
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
// P_DelSeclist
|
||||
//
|
||||
// Delete an entire sector list
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
void P_DelSeclist(msecnode_t *node, msecnode_t *sector_t::*sechead)
|
||||
{
|
||||
while (node)
|
||||
node = P_DelSecnode(node, sechead);
|
||||
}
|
||||
|
||||
void P_DelSeclist(portnode_t *node, portnode_t *FLinePortal::*sechead)
|
||||
{
|
||||
while (node)
|
||||
node = P_DelSecnode(node, sechead);
|
||||
}
|
||||
|
||||
|
||||
//=============================================================================
|
||||
// phares 3/14/98
|
||||
//
|
||||
// P_CreateSecNodeList
|
||||
//
|
||||
// Alters/creates the sector_list that shows what sectors the object resides in
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
msecnode_t *P_CreateSecNodeList(AActor *thing, double radius, msecnode_t *sector_list, msecnode_t *sector_t::*seclisthead)
|
||||
{
|
||||
msecnode_t *node;
|
||||
|
||||
// First, clear out the existing m_thing fields. As each node is
|
||||
// added or verified as needed, m_thing will be set properly. When
|
||||
// finished, delete all nodes where m_thing is still nullptr. These
|
||||
// represent the sectors the Thing has vacated.
|
||||
|
||||
node = sector_list;
|
||||
while (node)
|
||||
{
|
||||
node->m_thing = nullptr;
|
||||
node = node->m_tnext;
|
||||
}
|
||||
|
||||
FBoundingBox box(thing->X(), thing->Y(), radius);
|
||||
FBlockLinesIterator it(box);
|
||||
line_t *ld;
|
||||
|
||||
while ((ld = it.Next()))
|
||||
{
|
||||
if (!box.inRange(ld) || box.BoxOnLineSide(ld) != -1)
|
||||
continue;
|
||||
|
||||
// This line crosses through the object.
|
||||
|
||||
// Collect the sector(s) from the line and add to the
|
||||
// sector_list you're examining. If the Thing ends up being
|
||||
// allowed to move to this position, then the sector_list
|
||||
// will be attached to the Thing's AActor at touching_sectorlist.
|
||||
|
||||
sector_list = P_AddSecnode(ld->frontsector, thing, sector_list, ld->frontsector->*seclisthead);
|
||||
|
||||
// Don't assume all lines are 2-sided, since some Things
|
||||
// like MT_TFOG are allowed regardless of whether their radius takes
|
||||
// them beyond an impassable linedef.
|
||||
|
||||
// killough 3/27/98, 4/4/98:
|
||||
// Use sidedefs instead of 2s flag to determine two-sidedness.
|
||||
|
||||
if (ld->backsector)
|
||||
sector_list = P_AddSecnode(ld->backsector, thing, sector_list, ld->backsector->*seclisthead);
|
||||
}
|
||||
|
||||
// Add the sector of the (x,y) point to sector_list.
|
||||
|
||||
sector_list = P_AddSecnode(thing->Sector, thing, sector_list, thing->Sector->*seclisthead);
|
||||
|
||||
// Now delete any nodes that won't be used. These are the ones where
|
||||
// m_thing is still nullptr.
|
||||
|
||||
node = sector_list;
|
||||
while (node)
|
||||
{
|
||||
if (node->m_thing == nullptr)
|
||||
{
|
||||
if (node == sector_list)
|
||||
sector_list = node->m_tnext;
|
||||
node = P_DelSecnode(node, seclisthead);
|
||||
}
|
||||
else
|
||||
{
|
||||
node = node->m_tnext;
|
||||
}
|
||||
}
|
||||
return sector_list;
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
// P_DelPortalnode
|
||||
//
|
||||
// Same for line portal nodes
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
portnode_t *P_DelPortalnode(portnode_t *node)
|
||||
{
|
||||
portnode_t* tp; // prev node on thing thread
|
||||
portnode_t* tn; // next node on thing thread
|
||||
portnode_t* sp; // prev node on sector thread
|
||||
portnode_t* sn; // next node on sector thread
|
||||
|
||||
if (node)
|
||||
{
|
||||
// Unlink from the Thing thread. The Thing thread begins at
|
||||
// sector_list and not from AActor->touching_sectorlist.
|
||||
|
||||
tp = node->m_tprev;
|
||||
tn = node->m_tnext;
|
||||
if (tp)
|
||||
tp->m_tnext = tn;
|
||||
if (tn)
|
||||
tn->m_tprev = tp;
|
||||
|
||||
// Unlink from the sector thread. This thread begins at
|
||||
// sector_t->touching_thinglist.
|
||||
|
||||
sp = node->m_sprev;
|
||||
sn = node->m_snext;
|
||||
if (sp)
|
||||
sp->m_snext = sn;
|
||||
else
|
||||
node->m_sector->lineportal_thinglist = sn;
|
||||
if (sn)
|
||||
sn->m_sprev = sp;
|
||||
|
||||
// Return this node to the freelist (use the same one as for msecnodes, since both types are the same size.)
|
||||
P_PutSecnode(reinterpret_cast<msecnode_t *>(node));
|
||||
return tn;
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
// P_AddPortalnode
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
portnode_t *P_AddPortalnode(FLinePortal *s, AActor *thing, portnode_t *nextnode)
|
||||
{
|
||||
portnode_t *node;
|
||||
|
||||
if (s == 0)
|
||||
{
|
||||
I_FatalError("AddSecnode of 0 for %s\n", thing->GetClass()->TypeName.GetChars());
|
||||
}
|
||||
|
||||
node = reinterpret_cast<portnode_t*>(P_GetSecnode());
|
||||
|
||||
// killough 4/4/98, 4/7/98: mark new nodes unvisited.
|
||||
node->visited = 0;
|
||||
|
||||
node->m_sector = s; // portal
|
||||
node->m_thing = thing; // mobj
|
||||
node->m_tprev = nullptr; // prev node on Thing thread
|
||||
node->m_tnext = nextnode; // next node on Thing thread
|
||||
if (nextnode)
|
||||
nextnode->m_tprev = node; // set back link on Thing
|
||||
|
||||
// Add new node at head of portal thread starting at s->touching_thinglist
|
||||
|
||||
node->m_sprev = nullptr; // prev node on portal thread
|
||||
node->m_snext = s->lineportal_thinglist; // next node on portal thread
|
||||
if (s->lineportal_thinglist)
|
||||
node->m_snext->m_sprev = node;
|
||||
s->lineportal_thinglist = node;
|
||||
return node;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Handle the lists used to render actors from other portal areas
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void AActor::UpdateRenderSectorList()
|
||||
{
|
||||
static const double SPRITE_SPACE = 64.;
|
||||
if (Pos() != OldRenderPos && !(flags & MF_NOSECTOR))
|
||||
{
|
||||
// Only check if the map contains line portals
|
||||
ClearRenderLineList();
|
||||
if (PortalBlockmap.containsLines && Pos().XY() != OldRenderPos.XY())
|
||||
{
|
||||
int bx = GetBlockX(X());
|
||||
int by = GetBlockY(Y());
|
||||
FBoundingBox bb(X(), Y(), MIN(radius*1.5, 128.)); // Don't go further than 128 map units, even for large actors
|
||||
// Are there any portals near the actor's position?
|
||||
if (bx >= 0 && by >= 0 && bx < bmapwidth && by < bmapheight && PortalBlockmap(bx, by).neighborContainsLines)
|
||||
{
|
||||
// Go through the entire list. In most cases this is faster than setting up a blockmap iterator
|
||||
for (auto &p : linePortals)
|
||||
{
|
||||
if (p.mType == PORTT_VISUAL) continue;
|
||||
if (bb.inRange(p.mOrigin) && bb.BoxOnLineSide(p.mOrigin))
|
||||
{
|
||||
touching_lineportallist = P_AddPortalnode(&p, this, touching_lineportallist);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
sector_t *sec = Sector;
|
||||
double lasth = -FLT_MAX;
|
||||
ClearRenderSectorList();
|
||||
while (!sec->PortalBlocksMovement(sector_t::ceiling))
|
||||
{
|
||||
double planeh = sec->GetPortalPlaneZ(sector_t::ceiling);
|
||||
if (planeh <= lasth) break; // broken setup.
|
||||
if (Top() + SPRITE_SPACE < planeh) break;
|
||||
lasth = planeh;
|
||||
DVector2 newpos = Pos() + sec->GetPortalDisplacement(sector_t::ceiling);
|
||||
sec = P_PointInSector(newpos);
|
||||
touching_sectorportallist = P_AddSecnode(sec, this, touching_sectorportallist, sec->sectorportal_thinglist);
|
||||
}
|
||||
sec = Sector;
|
||||
lasth = FLT_MAX;
|
||||
while (!sec->PortalBlocksMovement(sector_t::floor))
|
||||
{
|
||||
double planeh = sec->GetPortalPlaneZ(sector_t::floor);
|
||||
if (planeh >= lasth) break; // broken setup.
|
||||
if (Z() - SPRITE_SPACE > planeh) break;
|
||||
lasth = planeh;
|
||||
DVector2 newpos = Pos() + sec->GetPortalDisplacement(sector_t::floor);
|
||||
sec = P_PointInSector(newpos);
|
||||
touching_sectorportallist = P_AddSecnode(sec, this, touching_sectorportallist, sec->sectorportal_thinglist);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void AActor::ClearRenderSectorList()
|
||||
{
|
||||
P_DelSeclist(touching_sectorportallist, §or_t::sectorportal_thinglist);
|
||||
touching_sectorportallist = nullptr;
|
||||
}
|
||||
|
||||
void AActor::ClearRenderLineList()
|
||||
{
|
||||
P_DelSeclist(touching_lineportallist, &FLinePortal::lineportal_thinglist);
|
||||
touching_lineportallist = nullptr;
|
||||
}
|
|
@ -1337,7 +1337,7 @@ DEFINE_FIELD_X(Sector, sector_t, bottommap)
|
|||
DEFINE_FIELD_X(Sector, sector_t, midmap)
|
||||
DEFINE_FIELD_X(Sector, sector_t, topmap)
|
||||
DEFINE_FIELD_X(Sector, sector_t, touching_thinglist)
|
||||
DEFINE_FIELD_X(Sector, sector_t, render_thinglist)
|
||||
DEFINE_FIELD_X(Sector, sector_t, sectorportal_thinglist)
|
||||
DEFINE_FIELD_X(Sector, sector_t, gravity)
|
||||
DEFINE_FIELD_X(Sector, sector_t, damagetype)
|
||||
DEFINE_FIELD_X(Sector, sector_t, damageamount)
|
||||
|
|
|
@ -1508,7 +1508,7 @@ void P_LoadSectors (MapData *map, FMissingTextureTracker &missingtex)
|
|||
tagManager.AddSectorTag(i, LittleShort(ms->tag));
|
||||
ss->thinglist = nullptr;
|
||||
ss->touching_thinglist = nullptr; // phares 3/14/98
|
||||
ss->render_thinglist = nullptr;
|
||||
ss->sectorportal_thinglist = nullptr;
|
||||
ss->touching_renderthings = nullptr;
|
||||
ss->seqType = defSeqType;
|
||||
ss->SeqName = NAME_None;
|
||||
|
@ -3088,7 +3088,7 @@ line_t** linebuffer;
|
|||
static void P_GroupLines (bool buildmap)
|
||||
{
|
||||
cycle_t times[16];
|
||||
int* linesDoneInEachSector;
|
||||
unsigned int* linesDoneInEachSector;
|
||||
int i;
|
||||
int total;
|
||||
line_t* li;
|
||||
|
@ -3156,7 +3156,7 @@ static void P_GroupLines (bool buildmap)
|
|||
times[3].Clock();
|
||||
linebuffer = new line_t *[total];
|
||||
line_t **lineb_p = linebuffer;
|
||||
linesDoneInEachSector = new int[numsectors];
|
||||
linesDoneInEachSector = new unsigned int[numsectors];
|
||||
memset (linesDoneInEachSector, 0, sizeof(int)*numsectors);
|
||||
|
||||
for (sector = sectors, i = 0; i < numsectors; i++, sector++)
|
||||
|
@ -3552,6 +3552,7 @@ void P_FreeLevelData ()
|
|||
P_ClearUDMFKeys();
|
||||
}
|
||||
|
||||
extern FMemArena secnodearena;
|
||||
extern msecnode_t *headsecnode;
|
||||
|
||||
void P_FreeExtraLevelData()
|
||||
|
@ -3569,19 +3570,11 @@ void P_FreeExtraLevelData()
|
|||
}
|
||||
FBlockNode::FreeBlocks = NULL;
|
||||
}
|
||||
{
|
||||
msecnode_t *node = headsecnode;
|
||||
|
||||
while (node != NULL)
|
||||
{
|
||||
msecnode_t *next = node->m_snext;
|
||||
M_Free (node);
|
||||
node = next;
|
||||
}
|
||||
headsecnode = NULL;
|
||||
}
|
||||
secnodearena.FreeAllBlocks();
|
||||
headsecnode = nullptr;
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// P_SetupLevel
|
||||
//
|
||||
|
|
|
@ -1297,7 +1297,7 @@ public:
|
|||
sec->SetAlpha(sector_t::ceiling, 1.);
|
||||
sec->thinglist = nullptr;
|
||||
sec->touching_thinglist = nullptr; // phares 3/14/98
|
||||
sec->render_thinglist = nullptr;
|
||||
sec->sectorportal_thinglist = nullptr;
|
||||
sec->touching_renderthings = nullptr;
|
||||
sec->seqType = (level.flags & LEVEL_SNDSEQTOTALCTRL) ? 0 : -1;
|
||||
sec->nextsec = -1; //jff 2/26/98 add fields to support locking out
|
||||
|
@ -1695,7 +1695,7 @@ public:
|
|||
sec->ceilingplane.set(n.X, n.Y, n.Z, cp[3]);
|
||||
}
|
||||
|
||||
if (lightcolor == -1 && fadecolor == -1 && desaturation == -1 && fogdensity == -1)
|
||||
if (lightcolor == ~0u && fadecolor == ~0u && desaturation == -1 && fogdensity == -1)
|
||||
{
|
||||
// [RH] Sectors default to white light with the default fade.
|
||||
// If they are outside (have a sky ceiling), they use the outside fog.
|
||||
|
@ -1714,8 +1714,8 @@ public:
|
|||
}
|
||||
else
|
||||
{
|
||||
if (lightcolor == -1) lightcolor = PalEntry(255,255,255);
|
||||
if (fadecolor == -1)
|
||||
if (lightcolor == ~0u) lightcolor = PalEntry(255,255,255);
|
||||
if (fadecolor == ~0u)
|
||||
{
|
||||
if (level.outsidefog != 0xff000000 && (sec->GetTexture(sector_t::ceiling) == skyflatnum || (sec->special & 0xff) == Sector_Outside))
|
||||
fadecolor = level.outsidefog;
|
||||
|
|
209
src/p_user.cpp
209
src/p_user.cpp
|
@ -95,9 +95,19 @@ static int PredictionLerptics;
|
|||
|
||||
static player_t PredictionPlayerBackup;
|
||||
static BYTE PredictionActorBackup[sizeof(APlayerPawn)];
|
||||
static TArray<sector_t *> PredictionTouchingSectorsBackup;
|
||||
static TArray<AActor *> PredictionSectorListBackup;
|
||||
static TArray<msecnode_t *> PredictionSector_sprev_Backup;
|
||||
|
||||
static TArray<sector_t *> PredictionTouchingSectorsBackup;
|
||||
static TArray<msecnode_t *> PredictionTouchingSectors_sprev_Backup;
|
||||
|
||||
static TArray<sector_t *> PredictionRenderSectorsBackup;
|
||||
static TArray<msecnode_t *> PredictionRenderSectors_sprev_Backup;
|
||||
|
||||
static TArray<sector_t *> PredictionPortalSectorsBackup;
|
||||
static TArray<msecnode_t *> PredictionPortalSectors_sprev_Backup;
|
||||
|
||||
static TArray<FLinePortal *> PredictionPortalLinesBackup;
|
||||
static TArray<portnode_t *> PredictionPortalLines_sprev_Backup;
|
||||
|
||||
// [GRB] Custom player classes
|
||||
TArray<FPlayerClass> PlayerClasses;
|
||||
|
@ -2776,6 +2786,100 @@ bool P_LerpCalculate(AActor *pmo, PredictPos from, PredictPos to, PredictPos &re
|
|||
return (delta.LengthSquared() > cl_predict_lerpthreshold && scale <= 1.00f);
|
||||
}
|
||||
|
||||
template<class nodetype, class linktype>
|
||||
void BackupNodeList(AActor *act, nodetype *head, nodetype *linktype::*otherlist, TArray<nodetype*, nodetype*> &prevbackup, TArray<linktype *, linktype *> &otherbackup)
|
||||
{
|
||||
// The ordering of the touching_sectorlist needs to remain unchanged
|
||||
// Also store a copy of all previous sector_thinglist nodes
|
||||
prevbackup.Clear();
|
||||
otherbackup.Clear();
|
||||
|
||||
for (auto mnode = head; mnode != nullptr; mnode = mnode->m_tnext)
|
||||
{
|
||||
otherbackup.Push(mnode->m_sector);
|
||||
|
||||
for (auto snode = mnode->m_sector->*otherlist; snode; snode = snode->m_snext)
|
||||
{
|
||||
if (snode->m_thing == act)
|
||||
{
|
||||
prevbackup.Push(snode->m_sprev);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
template<class nodetype, class linktype>
|
||||
nodetype *RestoreNodeList(AActor *act, nodetype *head, nodetype *linktype::*otherlist, TArray<nodetype*, nodetype*> &prevbackup, TArray<linktype *, linktype *> &otherbackup)
|
||||
{
|
||||
// Destroy old refrences
|
||||
nodetype *node = head;
|
||||
while (node)
|
||||
{
|
||||
node->m_thing = NULL;
|
||||
node = node->m_tnext;
|
||||
}
|
||||
|
||||
// Make the sector_list match the player's touching_sectorlist before it got predicted.
|
||||
P_DelSeclist(head, otherlist);
|
||||
head = NULL;
|
||||
for (auto i = otherbackup.Size(); i-- > 0;)
|
||||
{
|
||||
head = P_AddSecnode(otherbackup[i], act, head, otherbackup[i]->*otherlist);
|
||||
}
|
||||
//act->touching_sectorlist = ctx.sector_list; // Attach to thing
|
||||
//ctx.sector_list = NULL; // clear for next time
|
||||
|
||||
// In the old code this block never executed because of the commented-out NULL assignment above. Needs to be checked
|
||||
node = head;
|
||||
while (node)
|
||||
{
|
||||
if (node->m_thing == NULL)
|
||||
{
|
||||
if (node == head)
|
||||
head = node->m_tnext;
|
||||
node = P_DelSecnode(node, otherlist);
|
||||
}
|
||||
else
|
||||
{
|
||||
node = node->m_tnext;
|
||||
}
|
||||
}
|
||||
|
||||
nodetype *snode;
|
||||
|
||||
// Restore sector thinglist order
|
||||
for (auto i = otherbackup.Size(); i-- > 0;)
|
||||
{
|
||||
// If we were already the head node, then nothing needs to change
|
||||
if (prevbackup[i] == NULL)
|
||||
continue;
|
||||
|
||||
for (snode = otherbackup[i]->*otherlist; snode; snode = snode->m_snext)
|
||||
{
|
||||
if (snode->m_thing == act)
|
||||
{
|
||||
if (snode->m_sprev)
|
||||
snode->m_sprev->m_snext = snode->m_snext;
|
||||
else
|
||||
snode->m_sector->*otherlist = snode->m_snext;
|
||||
if (snode->m_snext)
|
||||
snode->m_snext->m_sprev = snode->m_sprev;
|
||||
|
||||
snode->m_sprev = prevbackup[i];
|
||||
|
||||
// At the moment, we don't exist in the list anymore, but we do know what our previous node is, so we set its current m_snext->m_sprev to us.
|
||||
if (snode->m_sprev->m_snext)
|
||||
snode->m_sprev->m_snext->m_sprev = snode;
|
||||
snode->m_snext = snode->m_sprev->m_snext;
|
||||
snode->m_sprev->m_snext = snode;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
return head;
|
||||
}
|
||||
|
||||
void P_PredictPlayer (player_t *player)
|
||||
{
|
||||
int maxtic;
|
||||
|
@ -2810,28 +2914,10 @@ void P_PredictPlayer (player_t *player)
|
|||
act->flags2 &= ~MF2_PUSHWALL;
|
||||
player->cheats |= CF_PREDICTING;
|
||||
|
||||
// The ordering of the touching_sectorlist needs to remain unchanged
|
||||
// Also store a copy of all previous sector_thinglist nodes
|
||||
msecnode_t *mnode = act->touching_sectorlist;
|
||||
msecnode_t *snode;
|
||||
PredictionSector_sprev_Backup.Clear();
|
||||
PredictionTouchingSectorsBackup.Clear ();
|
||||
|
||||
while (mnode != NULL)
|
||||
{
|
||||
PredictionTouchingSectorsBackup.Push (mnode->m_sector);
|
||||
|
||||
for (snode = mnode->m_sector->touching_thinglist; snode; snode = snode->m_snext)
|
||||
{
|
||||
if (snode->m_thing == act)
|
||||
{
|
||||
PredictionSector_sprev_Backup.Push(snode->m_sprev);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
mnode = mnode->m_tnext;
|
||||
}
|
||||
BackupNodeList(act, act->touching_sectorlist, §or_t::touching_thinglist, PredictionTouchingSectors_sprev_Backup, PredictionTouchingSectorsBackup);
|
||||
BackupNodeList(act, act->touching_rendersectors, §or_t::touching_renderthings, PredictionRenderSectors_sprev_Backup, PredictionRenderSectorsBackup);
|
||||
BackupNodeList(act, act->touching_sectorportallist, §or_t::sectorportal_thinglist, PredictionPortalSectors_sprev_Backup, PredictionPortalSectorsBackup);
|
||||
BackupNodeList(act, act->touching_lineportallist, &FLinePortal::lineportal_thinglist, PredictionPortalLines_sprev_Backup, PredictionPortalLinesBackup);
|
||||
|
||||
// Keep an ordered list off all actors in the linked sector.
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||||
PredictionSectorListBackup.Clear();
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||||
|
@ -2941,6 +3027,12 @@ void P_UnPredictPlayer ()
|
|||
player->camera = savedcamera;
|
||||
|
||||
FLinkContext ctx;
|
||||
// Unlink from all list, includeing those which are not being handled by UnlinkFromWorld.
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||||
auto sectorportal_list = act->touching_sectorportallist;
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||||
auto lineportal_list = act->touching_lineportallist;
|
||||
act->touching_sectorportallist = nullptr;
|
||||
act->touching_lineportallist = nullptr;
|
||||
|
||||
act->UnlinkFromWorld(&ctx);
|
||||
memcpy(&act->snext, PredictionActorBackup, sizeof(APlayerPawn) - ((BYTE *)&act->snext - (BYTE *)act));
|
||||
|
||||
|
@ -2969,71 +3061,10 @@ void P_UnPredictPlayer ()
|
|||
*link = me;
|
||||
}
|
||||
|
||||
// Destroy old refrences
|
||||
msecnode_t *node = ctx.sector_list;
|
||||
while (node)
|
||||
{
|
||||
node->m_thing = NULL;
|
||||
node = node->m_tnext;
|
||||
}
|
||||
|
||||
// Make the sector_list match the player's touching_sectorlist before it got predicted.
|
||||
P_DelSeclist(ctx.sector_list, §or_t::touching_thinglist);
|
||||
ctx.sector_list = NULL;
|
||||
for (i = PredictionTouchingSectorsBackup.Size(); i-- > 0;)
|
||||
{
|
||||
ctx.sector_list = P_AddSecnode(PredictionTouchingSectorsBackup[i], act, ctx.sector_list, PredictionTouchingSectorsBackup[i]->touching_thinglist);
|
||||
}
|
||||
act->touching_sectorlist = ctx.sector_list; // Attach to thing
|
||||
ctx.sector_list = NULL; // clear for next time
|
||||
|
||||
// Huh???
|
||||
node = ctx.sector_list;
|
||||
while (node)
|
||||
{
|
||||
if (node->m_thing == NULL)
|
||||
{
|
||||
if (node == ctx.sector_list)
|
||||
ctx.sector_list = node->m_tnext;
|
||||
node = P_DelSecnode(node, §or_t::touching_thinglist);
|
||||
}
|
||||
else
|
||||
{
|
||||
node = node->m_tnext;
|
||||
}
|
||||
}
|
||||
|
||||
msecnode_t *snode;
|
||||
|
||||
// Restore sector thinglist order
|
||||
for (i = PredictionTouchingSectorsBackup.Size(); i-- > 0;)
|
||||
{
|
||||
// If we were already the head node, then nothing needs to change
|
||||
if (PredictionSector_sprev_Backup[i] == NULL)
|
||||
continue;
|
||||
|
||||
for (snode = PredictionTouchingSectorsBackup[i]->touching_thinglist; snode; snode = snode->m_snext)
|
||||
{
|
||||
if (snode->m_thing == act)
|
||||
{
|
||||
if (snode->m_sprev)
|
||||
snode->m_sprev->m_snext = snode->m_snext;
|
||||
else
|
||||
snode->m_sector->touching_thinglist = snode->m_snext;
|
||||
if (snode->m_snext)
|
||||
snode->m_snext->m_sprev = snode->m_sprev;
|
||||
|
||||
snode->m_sprev = PredictionSector_sprev_Backup[i];
|
||||
|
||||
// At the moment, we don't exist in the list anymore, but we do know what our previous node is, so we set its current m_snext->m_sprev to us.
|
||||
if (snode->m_sprev->m_snext)
|
||||
snode->m_sprev->m_snext->m_sprev = snode;
|
||||
snode->m_snext = snode->m_sprev->m_snext;
|
||||
snode->m_sprev->m_snext = snode;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
act->touching_sectorlist = RestoreNodeList(act, ctx.sector_list, §or_t::touching_thinglist, PredictionTouchingSectors_sprev_Backup, PredictionTouchingSectorsBackup);
|
||||
act->touching_rendersectors = RestoreNodeList(act, ctx.render_list, §or_t::touching_renderthings, PredictionRenderSectors_sprev_Backup, PredictionRenderSectorsBackup);
|
||||
act->touching_sectorportallist = RestoreNodeList(act, sectorportal_list, §or_t::sectorportal_thinglist, PredictionPortalSectors_sprev_Backup, PredictionPortalSectorsBackup);
|
||||
act->touching_lineportallist = RestoreNodeList(act, lineportal_list, &FLinePortal::lineportal_thinglist, PredictionPortalLines_sprev_Backup, PredictionPortalLinesBackup);
|
||||
}
|
||||
|
||||
// Now fix the pointers in the blocknode chain
|
||||
|
|
|
@ -191,7 +191,7 @@ struct FLinePortal
|
|||
DAngle mAngleDiff;
|
||||
double mSinRot;
|
||||
double mCosRot;
|
||||
portnode_t *render_thinglist;
|
||||
portnode_t *lineportal_thinglist;
|
||||
};
|
||||
|
||||
extern TArray<FLinePortal> linePortals;
|
||||
|
|
|
@ -1048,7 +1048,7 @@ public:
|
|||
// list of mobjs that are at least partially in the sector
|
||||
// thinglist is a subset of touching_thinglist
|
||||
struct msecnode_t *touching_thinglist; // phares 3/14/98
|
||||
struct msecnode_t *render_thinglist; // for cross-portal rendering.
|
||||
struct msecnode_t *sectorportal_thinglist; // for cross-portal rendering.
|
||||
struct msecnode_t *touching_renderthings; // this is used to allow wide things to be rendered not only from their main sector.
|
||||
|
||||
double gravity; // [RH] Sector gravity (1.0 is normal)
|
||||
|
@ -1371,7 +1371,7 @@ struct msecnode_t
|
|||
// use the same memory layout as msecnode_t so both can be used from the same freelist.
|
||||
struct portnode_t
|
||||
{
|
||||
FLinePortal *m_portal; // a portal containing this object
|
||||
FLinePortal *m_sector; // a portal containing this object (no, this isn't a sector, but if we want to use templates it needs the same variable names as msecnode_t.)
|
||||
AActor *m_thing; // this object
|
||||
struct portnode_t *m_tprev; // prev msecnode_t for this thing
|
||||
struct portnode_t *m_tnext; // next msecnode_t for this thing
|
||||
|
|
|
@ -3980,7 +3980,7 @@ ExpEmit FxConcat::Emit(VMFunctionBuilder *build)
|
|||
}
|
||||
else
|
||||
{
|
||||
int cast;
|
||||
int cast = 0;
|
||||
strng = ExpEmit(build, REGT_STRING);
|
||||
if (op1.Konst)
|
||||
{
|
||||
|
|
|
@ -43,7 +43,7 @@
|
|||
|
||||
|
||||
FWarpTexture::FWarpTexture (FTexture *source, int warptype)
|
||||
: GenTime (0), SourcePic (source), Pixels (0), Spans (0), Speed (1.f)
|
||||
: GenTime (0), Speed (1.f), SourcePic (source), Pixels (0), Spans (0)
|
||||
{
|
||||
CopyInfo(source);
|
||||
if (warptype == 2) SetupMultipliers(256, 128);
|
||||
|
|
|
@ -283,7 +283,7 @@ struct Sector native
|
|||
native uint bottommap, midmap, topmap;
|
||||
|
||||
//struct msecnode_t *touching_thinglist;
|
||||
//struct msecnode_t *render_thinglist;
|
||||
//struct msecnode_t *sectorportal_thinglist;
|
||||
|
||||
native double gravity;
|
||||
native Name damagetype;
|
||||
|
|
Loading…
Reference in a new issue