Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into pretty_stuff

This commit is contained in:
toasterbabe 2018-02-12 18:59:01 +00:00
commit b69cbd85b9
7 changed files with 554 additions and 441 deletions

View File

@ -4463,6 +4463,7 @@ static void Local_Maketic(INT32 realtics)
void SV_SpawnPlayer(INT32 playernum, INT32 x, INT32 y, angle_t angle)
{
tic_t tic;
UINT8 numadjust = 0;
(void)x;
(void)y;
@ -4472,7 +4473,21 @@ void SV_SpawnPlayer(INT32 playernum, INT32 x, INT32 y, angle_t angle)
// spawning, but will be applied afterwards.
for (tic = server ? maketic : (neededtic - 1); tic >= gametic; tic--)
{
if (numadjust++ == BACKUPTICS)
{
DEBFILE(va("SV_SpawnPlayer: All netcmds for player %d adjusted!\n", playernum));
// We already adjusted them all, waste of time doing the same thing over and over
// This shouldn't happen normally though, either gametic was 0 (which is handled now anyway)
// or maketic >= gametic + BACKUPTICS
// -- Monster Iestyn 16/01/18
break;
}
netcmds[tic%BACKUPTICS][playernum].angleturn = (INT16)((angle>>16) | TICCMD_RECEIVED);
if (!tic) // failsafe for gametic == 0 -- Monster Iestyn 16/01/18
break;
}
}
// create missed tic

View File

@ -1535,7 +1535,12 @@ static void Command_Playdemo_f(void)
CONS_Printf(M_GetText("Playing back demo '%s'.\n"), name);
G_DoPlayDemo(name);
// Internal if no extension, external if one exists
// If external, convert the file name to a path in SRB2's home directory
if (FIL_CheckExtension(name))
G_DoPlayDemo(va("%s"PATHSEP"%s", srb2home, name));
else
G_DoPlayDemo(name);
}
static void Command_Timedemo_f(void)

View File

@ -1409,9 +1409,9 @@ static void HWR_SplitFog(sector_t *sector, wallVert3D *wallVerts, FSurfaceInfo*
HWR_AddTransparentWall(wallVerts, Surf, 0, PF_Translucent|PF_NoTexture, true, lightnum, colormap);
}
// HWR_DrawSkyWalls
// HWR_DrawSkyWall
// Draw walls into the depth buffer so that anything behind is culled properly
static void HWR_DrawSkyWall(wallVert3D *wallVerts, FSurfaceInfo *Surf, fixed_t bottom, fixed_t top)
static void HWR_DrawSkyWall(wallVert3D *wallVerts, FSurfaceInfo *Surf)
{
HWD.pfnSetTexture(NULL);
// no texture
@ -1419,9 +1419,7 @@ static void HWR_DrawSkyWall(wallVert3D *wallVerts, FSurfaceInfo *Surf, fixed_t b
wallVerts[0].t = wallVerts[1].t = 0;
wallVerts[0].s = wallVerts[3].s = 0;
wallVerts[2].s = wallVerts[1].s = 0;
// set top/bottom coords
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(top); // No real way to find the correct height of this
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(bottom); // worldlow/bottom because it needs to cover up the lower thok barrier wall
// this no longer sets top/bottom coords, this should be done before caling the function
HWR_ProjectWall(wallVerts, Surf, PF_Invisible|PF_Clip|PF_NoTexture, 255, NULL);
// PF_Invisible so it's not drawn into the colour buffer
// PF_NoTexture for no texture
@ -1542,8 +1540,10 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
if (gr_backsector)
{
INT32 gr_toptexture, gr_bottomtexture;
INT32 gr_toptexture = 0, gr_bottomtexture = 0;
// two sided line
boolean bothceilingssky = false; // turned on if both back and front ceilings are sky
boolean bothfloorssky = false; // likewise, but for floors
#ifdef ESLOPE
SLOPEPARAMS(gr_backsector->c_slope, worldhigh, worldhighslope, gr_backsector->ceilingheight)
@ -1556,17 +1556,23 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
// hack to allow height changes in outdoor areas
// This is what gets rid of the upper textures if there should be sky
if (gr_frontsector->ceilingpic == skyflatnum &&
gr_backsector->ceilingpic == skyflatnum)
if (gr_frontsector->ceilingpic == skyflatnum
&& gr_backsector->ceilingpic == skyflatnum)
{
worldtop = worldhigh;
#ifdef ESLOPE
worldtopslope = worldhighslope;
#endif
bothceilingssky = true;
}
gr_toptexture = R_GetTextureNum(gr_sidedef->toptexture);
gr_bottomtexture = R_GetTextureNum(gr_sidedef->bottomtexture);
// likewise, but for floors and upper textures
if (gr_frontsector->floorpic == skyflatnum
&& gr_backsector->floorpic == skyflatnum)
{
bothfloorssky = true;
}
if (!bothceilingssky)
gr_toptexture = R_GetTextureNum(gr_sidedef->toptexture);
if (!bothfloorssky)
gr_bottomtexture = R_GetTextureNum(gr_sidedef->bottomtexture);
// check TOP TEXTURE
if ((
@ -2008,84 +2014,42 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
}*/
}
// Isn't this just the most lovely mess
#if 1
// Sky culling
// No longer so much a mess as before!
if (!gr_curline->polyseg) // Don't do it for polyobjects
{
if (gr_frontsector->ceilingpic == skyflatnum || gr_backsector->ceilingpic == skyflatnum)
if (gr_frontsector->ceilingpic == skyflatnum)
{
fixed_t depthwallheight;
if (!gr_sidedef->toptexture || (gr_frontsector->ceilingpic == skyflatnum && gr_backsector->ceilingpic == skyflatnum)) // when both sectors are sky, the top texture isn't drawn
depthwallheight = gr_frontsector->ceilingheight < gr_backsector->ceilingheight ? gr_frontsector->ceilingheight : gr_backsector->ceilingheight;
else
depthwallheight = gr_frontsector->ceilingheight > gr_backsector->ceilingheight ? gr_frontsector->ceilingheight : gr_backsector->ceilingheight;
if (gr_frontsector->ceilingheight-gr_frontsector->floorheight <= 0) // current sector is a thok barrier
if (gr_backsector->ceilingpic != skyflatnum) // don't cull if back sector is also sky
{
if (gr_backsector->ceilingheight-gr_backsector->floorheight <= 0) // behind sector is also a thok barrier
{
if (!gr_sidedef->bottomtexture) // Only extend further down if there's no texture
HWR_DrawSkyWall(wallVerts, &Surf, worldbottom < worldlow ? worldbottom : worldlow, INT32_MAX);
else
HWR_DrawSkyWall(wallVerts, &Surf, worldbottom > worldlow ? worldbottom : worldlow, INT32_MAX);
}
// behind sector is not a thok barrier
else if (gr_backsector->ceilingheight <= gr_frontsector->ceilingheight) // behind sector ceiling is lower or equal to current sector
HWR_DrawSkyWall(wallVerts, &Surf, depthwallheight, INT32_MAX);
// gr_front/backsector heights need to be used here because of the worldtop being set to worldhigh earlier on
}
else if (gr_backsector->ceilingheight-gr_backsector->floorheight <= 0) // behind sector is a thok barrier, current sector is not
{
if (gr_backsector->ceilingheight >= gr_frontsector->ceilingheight // thok barrier ceiling height is equal to or greater than current sector ceiling height
|| gr_backsector->floorheight <= gr_frontsector->floorheight // thok barrier ceiling height is equal to or less than current sector floor height
|| gr_backsector->ceilingpic != skyflatnum) // thok barrier is not a sky
HWR_DrawSkyWall(wallVerts, &Surf, depthwallheight, INT32_MAX);
}
else // neither sectors are thok barriers
{
if ((gr_backsector->ceilingheight < gr_frontsector->ceilingheight && !gr_sidedef->toptexture) // no top texture and sector behind is lower
|| gr_backsector->ceilingpic != skyflatnum) // behind sector is not a sky
HWR_DrawSkyWall(wallVerts, &Surf, depthwallheight, INT32_MAX);
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(INT32_MAX); // draw to top of map space
#ifdef ESLOPE
wallVerts[0].y = FIXED_TO_FLOAT(worldtop);
wallVerts[1].y = FIXED_TO_FLOAT(worldtopslope);
#else
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldtop);
#endif
HWR_DrawSkyWall(wallVerts, &Surf);
}
}
// And now for sky floors!
if (gr_frontsector->floorpic == skyflatnum || gr_backsector->floorpic == skyflatnum)
if (gr_frontsector->floorpic == skyflatnum)
{
fixed_t depthwallheight;
if (!gr_sidedef->bottomtexture)
depthwallheight = worldbottom > worldlow ? worldbottom : worldlow;
else
depthwallheight = worldbottom < worldlow ? worldbottom : worldlow;
if (gr_frontsector->ceilingheight-gr_frontsector->floorheight <= 0) // current sector is a thok barrier
if (gr_backsector->floorpic != skyflatnum) // don't cull if back sector is also sky
{
if (gr_backsector->ceilingheight-gr_backsector->floorheight <= 0) // behind sector is also a thok barrier
{
if (!gr_sidedef->toptexture) // Only extend up if there's no texture
HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, worldtop > worldhigh ? worldtop : worldhigh);
else
HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, worldtop < worldhigh ? worldtop : worldhigh);
}
// behind sector is not a thok barrier
else if (gr_backsector->floorheight >= gr_frontsector->floorheight) // behind sector floor is greater or equal to current sector
HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, depthwallheight);
}
else if (gr_backsector->ceilingheight-gr_backsector->floorheight <= 0) // behind sector is a thok barrier, current sector is not
{
if (gr_backsector->floorheight <= gr_frontsector->floorheight // thok barrier floor height is equal to or less than current sector floor height
|| gr_backsector->ceilingheight >= gr_frontsector->ceilingheight // thok barrier floor height is equal to or greater than current sector ceiling height
|| gr_backsector->floorpic != skyflatnum) // thok barrier is not a sky
HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, depthwallheight);
}
else // neither sectors are thok barriers
{
if ((gr_backsector->floorheight > gr_frontsector->floorheight && !gr_sidedef->bottomtexture) // no bottom texture and sector behind is higher
|| gr_backsector->floorpic != skyflatnum) // behind sector is not a sky
HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, depthwallheight);
#ifdef ESLOPE
wallVerts[3].y = FIXED_TO_FLOAT(worldbottom);
wallVerts[2].y = FIXED_TO_FLOAT(worldbottomslope);
#else
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(worldbottom);
#endif
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(INT32_MIN); // draw to bottom of map space
HWR_DrawSkyWall(wallVerts, &Surf);
}
}
}
#endif
}
else
{
@ -2156,9 +2120,27 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
if (!gr_curline->polyseg)
{
if (gr_frontsector->ceilingpic == skyflatnum) // It's a single-sided line with sky for its sector
HWR_DrawSkyWall(wallVerts, &Surf, worldtop, INT32_MAX);
{
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(INT32_MAX); // draw to top of map space
#ifdef ESLOPE
wallVerts[0].y = FIXED_TO_FLOAT(worldtop);
wallVerts[1].y = FIXED_TO_FLOAT(worldtopslope);
#else
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldtop);
#endif
HWR_DrawSkyWall(wallVerts, &Surf);
}
if (gr_frontsector->floorpic == skyflatnum)
HWR_DrawSkyWall(wallVerts, &Surf, INT32_MIN, worldbottom);
{
#ifdef ESLOPE
wallVerts[3].y = FIXED_TO_FLOAT(worldbottom);
wallVerts[2].y = FIXED_TO_FLOAT(worldbottomslope);
#else
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(worldbottom);
#endif
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(INT32_MIN); // draw to bottom of map space
HWR_DrawSkyWall(wallVerts, &Surf);
}
}
}
@ -2451,6 +2433,12 @@ static boolean CheckClip(seg_t * seg, sector_t * afrontsector, sector_t * abacks
{
fixed_t frontf1,frontf2, frontc1, frontc2; // front floor/ceiling ends
fixed_t backf1, backf2, backc1, backc2; // back floor ceiling ends
boolean bothceilingssky = false, bothfloorssky = false;
if (abacksector->ceilingpic == skyflatnum && afrontsector->ceilingpic == skyflatnum)
bothceilingssky = true;
if (abacksector->floorpic == skyflatnum && afrontsector->floorpic == skyflatnum)
bothfloorssky = true;
// GZDoom method of sloped line clipping
@ -2483,62 +2471,45 @@ static boolean CheckClip(seg_t * seg, sector_t * afrontsector, sector_t * abacks
backf1 = backf2 = abacksector->floorheight;
backc1 = backc2 = abacksector->ceilingheight;
}
// now check for closed sectors!
if (backc1 <= frontf1 && backc2 <= frontf2)
// properly render skies (consider door "open" if both ceilings are sky)
// same for floors
if (!bothceilingssky && !bothfloorssky)
{
checkforemptylines = false;
if (!seg->sidedef->toptexture)
return false;
if (abacksector->ceilingpic == skyflatnum && afrontsector->ceilingpic == skyflatnum)
return false;
return true;
}
if (backf1 >= frontc1 && backf2 >= frontc2)
{
checkforemptylines = false;
if (!seg->sidedef->bottomtexture)
return false;
// properly render skies (consider door "open" if both floors are sky):
if (abacksector->ceilingpic == skyflatnum && afrontsector->ceilingpic == skyflatnum)
return false;
return true;
}
if (backc1 <= backf1 && backc2 <= backf2)
{
checkforemptylines = false;
// preserve a kind of transparent door/lift special effect:
if (backc1 < frontc1 || backc2 < frontc2)
// now check for closed sectors!
if ((backc1 <= frontf1 && backc2 <= frontf2)
|| (backf1 >= frontc1 && backf2 >= frontc2))
{
if (!seg->sidedef->toptexture)
return false;
checkforemptylines = false;
return true;
}
if (backf1 > frontf1 || backf2 > frontf2)
if (backc1 <= backf1 && backc2 <= backf2)
{
if (!seg->sidedef->bottomtexture)
return false;
// preserve a kind of transparent door/lift special effect:
if (((backc1 >= frontc1 && backc2 >= frontc2) || seg->sidedef->toptexture)
&& ((backf1 <= frontf1 && backf2 <= frontf2) || seg->sidedef->bottomtexture))
{
checkforemptylines = false;
return true;
}
}
if (abacksector->ceilingpic == skyflatnum && afrontsector->ceilingpic == skyflatnum)
return false;
if (abacksector->floorpic == skyflatnum && afrontsector->floorpic == skyflatnum)
return false;
return true;
}
if (backc1 != frontc1 || backc2 != frontc2
|| backf1 != frontf1 || backf2 != frontf2)
if (!bothceilingssky) {
if (backc1 != frontc1 || backc2 != frontc2)
{
checkforemptylines = false;
return false;
}
}
if (!bothfloorssky) {
if (backf1 != frontf1 || backf2 != frontf2)
{
checkforemptylines = false;
return false;
}
}
return false;
}
@ -2841,6 +2812,7 @@ static void HWR_AddLine(seg_t * line)
#ifndef NEWCLIP
INT32 x1, x2;
angle_t span, tspan;
boolean bothceilingssky = false, bothfloorssky = false;
#endif
// SoM: Backsector needs to be run through R_FakeFlat
@ -2966,7 +2938,30 @@ static void HWR_AddLine(seg_t * line)
}
else
{
boolean bothceilingssky = false, bothfloorssky = false;
gr_backsector = R_FakeFlat(gr_backsector, &tempsec, NULL, NULL, true);
if (gr_backsector->ceilingpic == skyflatnum && gr_frontsector->ceilingpic == skyflatnum)
bothceilingssky = true;
if (gr_backsector->floorpic == skyflatnum && gr_frontsector->floorpic == skyflatnum)
bothfloorssky = true;
if (bothceilingssky && bothfloorssky) // everything's sky? let's save us a bit of time then
{
if (
#ifdef POLYOBJECTS
!line->polyseg &&
#endif
!line->sidedef->midtexture
&& ((!gr_frontsector->ffloors && !gr_backsector->ffloors)
|| (gr_frontsector->tag == gr_backsector->tag)))
return; // line is empty, don't even bother
// treat like wide open window instead
HWR_ProcessSeg(); // Doesn't need arguments because they're defined globally :D
return;
}
if (CheckClip(line, gr_frontsector, gr_backsector))
{
gld_clipper_SafeAddClipRange(angle2, angle1);
@ -2989,6 +2984,25 @@ static void HWR_AddLine(seg_t * line)
gr_backsector = R_FakeFlat(gr_backsector, &tempsec, NULL, NULL, true);
if (gr_backsector->ceilingpic == skyflatnum && gr_frontsector->ceilingpic == skyflatnum)
bothceilingssky = true;
if (gr_backsector->floorpic == skyflatnum && gr_frontsector->floorpic == skyflatnum)
bothfloorssky = true;
if (bothceilingssky && bothfloorssky) // everything's sky? let's save us a bit of time then
{
if (
#ifdef POLYOBJECTS
!line->polyseg &&
#endif
!line->sidedef->midtexture
&& ((!gr_frontsector->ffloors && !gr_backsector->ffloors)
|| (gr_frontsector->tag == gr_backsector->tag)))
return; // line is empty, don't even bother
goto clippass; // treat like wide open window instead
}
#ifdef ESLOPE
if (gr_frontsector->f_slope || gr_frontsector->c_slope || gr_backsector->f_slope || gr_backsector->c_slope)
{
@ -3007,47 +3021,58 @@ static void HWR_AddLine(seg_t * line)
SLOPEPARAMS( gr_backsector->f_slope, backf1, backf2, gr_backsector->floorheight)
SLOPEPARAMS( gr_backsector->c_slope, backc1, backc2, gr_backsector->ceilingheight)
#undef SLOPEPARAMS
// Closed door.
if ((backc1 <= frontf1 && backc2 <= frontf2)
|| (backf1 >= frontc1 && backf2 >= frontc2))
// if both ceilings are skies, consider it always "open"
// same for floors
if (!bothceilingssky && !bothfloorssky)
{
goto clipsolid;
}
// Closed door.
if ((backc1 <= frontf1 && backc2 <= frontf2)
|| (backf1 >= frontc1 && backf2 >= frontc2))
{
goto clipsolid;
}
// Check for automap fix.
if (backc1 <= backf1 && backc2 <= backf2
&& ((backc1 >= frontc1 && backc2 >= frontc2) || gr_curline->sidedef->toptexture)
&& ((backf1 <= frontf1 && backf2 >= frontf2) || gr_curline->sidedef->bottomtexture)
&& (gr_backsector->ceilingpic != skyflatnum || gr_frontsector->ceilingpic != skyflatnum))
goto clipsolid;
// Check for automap fix.
if (backc1 <= backf1 && backc2 <= backf2
&& ((backc1 >= frontc1 && backc2 >= frontc2) || gr_curline->sidedef->toptexture)
&& ((backf1 <= frontf1 && backf2 >= frontf2) || gr_curline->sidedef->bottomtexture))
goto clipsolid;
}
// Window.
if (backc1 != frontc1 || backc2 != frontc2
|| backf1 != frontf1 || backf2 != frontf2)
{
goto clippass;
}
if (!bothceilingssky) // ceilings are always the "same" when sky
if (backc1 != frontc1 || backc2 != frontc2)
goto clippass;
if (!bothfloorssky) // floors are always the "same" when sky
if (backf1 != frontf1 || backf2 != frontf2)
goto clippass;
}
else
#endif
{
// Closed door.
if (gr_backsector->ceilingheight <= gr_frontsector->floorheight ||
gr_backsector->floorheight >= gr_frontsector->ceilingheight)
goto clipsolid;
// if both ceilings are skies, consider it always "open"
// same for floors
if (!bothceilingssky && !bothfloorssky)
{
// Closed door.
if (gr_backsector->ceilingheight <= gr_frontsector->floorheight ||
gr_backsector->floorheight >= gr_frontsector->ceilingheight)
goto clipsolid;
// Check for automap fix.
if (gr_backsector->ceilingheight <= gr_backsector->floorheight
&& ((gr_backsector->ceilingheight >= gr_frontsector->ceilingheight) || gr_curline->sidedef->toptexture)
&& ((gr_backsector->floorheight <= gr_backsector->floorheight) || gr_curline->sidedef->bottomtexture)
&& (gr_backsector->ceilingpic != skyflatnum || gr_frontsector->ceilingpic != skyflatnum))
goto clipsolid;
// Check for automap fix.
if (gr_backsector->ceilingheight <= gr_backsector->floorheight
&& ((gr_backsector->ceilingheight >= gr_frontsector->ceilingheight) || gr_curline->sidedef->toptexture)
&& ((gr_backsector->floorheight <= gr_backsector->floorheight) || gr_curline->sidedef->bottomtexture))
goto clipsolid;
}
// Window.
if (gr_backsector->ceilingheight != gr_frontsector->ceilingheight ||
gr_backsector->floorheight != gr_frontsector->floorheight)
goto clippass;
if (!bothceilingssky) // ceilings are always the "same" when sky
if (gr_backsector->ceilingheight != gr_frontsector->ceilingheight)
goto clippass;
if (!bothfloorssky) // floors are always the "same" when sky
if (gr_backsector->floorheight != gr_frontsector->floorheight)
goto clippass;
}
// Reject empty lines used for triggers and special events.
@ -5521,8 +5546,9 @@ static void HWR_DrawSkyBackground(player_t *player)
dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->width/256.0f);
v[0].sow = v[3].sow = ((float) angle / ((ANGLE_90-1)*dimensionmultiply));
v[2].sow = v[1].sow = (-1.0f/dimensionmultiply)+((float) angle / ((ANGLE_90-1)*dimensionmultiply));
v[0].sow = v[3].sow = ((float) (-angle) / ((ANGLE_90-1)*dimensionmultiply)); // left
v[2].sow = v[1].sow = v[0].sow + (1.0f/dimensionmultiply); // right (or left + 1.0f)
// use +angle and -1.0f above instead if you wanted old backwards behavior
// Y
angle = aimingangle;
@ -5536,13 +5562,13 @@ static void HWR_DrawSkyBackground(player_t *player)
if (atransform.flip)
{
// During vertical flip the sky should be flipped and it's y movement should also be flipped obviously
v[3].tow = v[2].tow = -(0.5f-(0.5f/dimensionmultiply));
v[0].tow = v[1].tow = (-1.0f/dimensionmultiply)-(0.5f-(0.5f/dimensionmultiply));
v[3].tow = v[2].tow = -(0.5f-(0.5f/dimensionmultiply)); // top
v[0].tow = v[1].tow = v[3].tow - (1.0f/dimensionmultiply); // bottom (or top - 1.0f)
}
else
{
v[3].tow = v[2].tow = (-1.0f/dimensionmultiply)-(0.5f-(0.5f/dimensionmultiply));
v[0].tow = v[1].tow = -(0.5f-(0.5f/dimensionmultiply));
v[0].tow = v[1].tow = -(0.5f-(0.5f/dimensionmultiply)); // bottom
v[3].tow = v[2].tow = v[0].tow - (1.0f/dimensionmultiply); // top (or bottom - 1.0f)
}
if (angle > ANGLE_180) // Do this because we don't want the sky to suddenly teleport when crossing over 0 to 360 and vice versa

View File

@ -854,11 +854,19 @@ static void ArchiveTables(void)
lua_pushnil(gL);
while (lua_next(gL, -2))
{
ArchiveValue(TABLESINDEX, -2); // key should be either a number or a string, ArchiveValue can handle this.
// Write key
e = ArchiveValue(TABLESINDEX, -2); // key should be either a number or a string, ArchiveValue can handle this.
if (e == 2) // invalid key type (function, thread, lightuserdata, or anything we don't recognise)
{
lua_pushvalue(gL, -2);
CONS_Alert(CONS_ERROR, "Index '%s' (%s) of table %d could not be archived!\n", lua_tostring(gL, -1), luaL_typename(gL, -1), i);
lua_pop(gL, 1);
}
// Write value
e = ArchiveValue(TABLESINDEX, -1);
if (e == 1)
n++; // the table contained a new table we'll have to archive. :(
else if (e == 2)
else if (e == 2) // invalid value type
{
lua_pushvalue(gL, -2);
CONS_Alert(CONS_ERROR, "Type of value for table %d entry '%s' (%s) could not be archived!\n", i, lua_tostring(gL, -1), luaL_typename(gL, -1));
@ -1016,11 +1024,17 @@ static void UnArchiveTables(void)
lua_rawgeti(gL, TABLESINDEX, i);
while (true)
{
if (UnArchiveValue(TABLESINDEX) == 1)
if (UnArchiveValue(TABLESINDEX) == 1) // read key
break;
if (UnArchiveValue(TABLESINDEX) == 2)
if (UnArchiveValue(TABLESINDEX) == 2) // read value
n++;
lua_rawset(gL, -3);
if (lua_isnil(gL, -2)) // if key is nil (if a function etc was accidentally saved)
{
CONS_Alert(CONS_ERROR, "A nil key in table %d was found! (Invalid key type or corrupted save?)\n", i);
lua_pop(gL, 2); // pop key and value instead of setting them in the table, to prevent Lua panic errors
}
else
lua_rawset(gL, -3);
}
lua_pop(gL, 1);
}

View File

@ -220,10 +220,7 @@ static INT32 R_DoorClosed(void)
// preserve a kind of transparent door/lift special effect:
&& (backsector->ceilingheight >= frontsector->ceilingheight || curline->sidedef->toptexture)
&& (backsector->floorheight <= frontsector->floorheight || curline->sidedef->bottomtexture)
// properly render skies (consider door "open" if both ceilings are sky):
&& (backsector->ceilingpic != skyflatnum || frontsector->ceilingpic != skyflatnum);
&& (backsector->floorheight <= frontsector->floorheight || curline->sidedef->bottomtexture);
}
//
@ -404,6 +401,7 @@ static void R_AddLine(seg_t *line)
INT32 x1, x2;
angle_t angle1, angle2, span, tspan;
static sector_t tempsec; // ceiling/water hack
boolean bothceilingssky = false, bothfloorssky = false;
if (line->polyseg && !(line->polyseg->flags & POF_RENDERSIDES))
return;
@ -490,6 +488,25 @@ static void R_AddLine(seg_t *line)
doorclosed = 0;
if (backsector->ceilingpic == skyflatnum && frontsector->ceilingpic == skyflatnum)
bothceilingssky = true;
if (backsector->floorpic == skyflatnum && frontsector->floorpic == skyflatnum)
bothfloorssky = true;
if (bothceilingssky && bothfloorssky) // everything's sky? let's save us a bit of time then
{
if (
#ifdef POLYOBJECTS
!line->polyseg &&
#endif
!line->sidedef->midtexture
&& ((!frontsector->ffloors && !backsector->ffloors)
|| (frontsector->tag == backsector->tag)))
return; // line is empty, don't even bother
goto clippass; // treat like wide open window instead
}
// Closed door.
#ifdef ESLOPE
if (frontsector->f_slope || frontsector->c_slope || backsector->f_slope || backsector->c_slope)
@ -508,48 +525,59 @@ static void R_AddLine(seg_t *line)
SLOPEPARAMS( backsector->f_slope, backf1, backf2, backsector->floorheight)
SLOPEPARAMS( backsector->c_slope, backc1, backc2, backsector->ceilingheight)
#undef SLOPEPARAMS
if ((backc1 <= frontf1 && backc2 <= frontf2)
|| (backf1 >= frontc1 && backf2 >= frontc2))
// if both ceilings are skies, consider it always "open"
// same for floors
if (!bothceilingssky && !bothfloorssky)
{
goto clipsolid;
if ((backc1 <= frontf1 && backc2 <= frontf2)
|| (backf1 >= frontc1 && backf2 >= frontc2))
{
goto clipsolid;
}
// Check for automap fix. Store in doorclosed for r_segs.c
doorclosed = (backc1 <= backf1 && backc2 <= backf2
&& ((backc1 >= frontc1 && backc2 >= frontc2) || curline->sidedef->toptexture)
&& ((backf1 <= frontf1 && backf2 >= frontf2) || curline->sidedef->bottomtexture));
if (doorclosed)
goto clipsolid;
}
// Check for automap fix. Store in doorclosed for r_segs.c
doorclosed = (backc1 <= backf1 && backc2 <= backf2
&& ((backc1 >= frontc1 && backc2 >= frontc2) || curline->sidedef->toptexture)
&& ((backf1 <= frontf1 && backf2 >= frontf2) || curline->sidedef->bottomtexture)
&& (backsector->ceilingpic != skyflatnum || frontsector->ceilingpic != skyflatnum));
if (doorclosed)
goto clipsolid;
// Window.
if (backc1 != frontc1 || backc2 != frontc2
|| backf1 != frontf1 || backf2 != frontf2)
{
goto clippass;
}
if (!bothceilingssky) // ceilings are always the "same" when sky
if (backc1 != frontc1 || backc2 != frontc2)
goto clippass;
if (!bothfloorssky) // floors are always the "same" when sky
if (backf1 != frontf1 || backf2 != frontf2)
goto clippass;
}
else
#endif
{
if (backsector->ceilingheight <= frontsector->floorheight
|| backsector->floorheight >= frontsector->ceilingheight)
// if both ceilings are skies, consider it always "open"
// same for floors
if (!bothceilingssky && !bothfloorssky)
{
goto clipsolid;
}
if (backsector->ceilingheight <= frontsector->floorheight
|| backsector->floorheight >= frontsector->ceilingheight)
{
goto clipsolid;
}
// Check for automap fix. Store in doorclosed for r_segs.c
doorclosed = R_DoorClosed();
if (doorclosed)
goto clipsolid;
// Check for automap fix. Store in doorclosed for r_segs.c
doorclosed = R_DoorClosed();
if (doorclosed)
goto clipsolid;
}
// Window.
if (backsector->ceilingheight != frontsector->ceilingheight
|| backsector->floorheight != frontsector->floorheight)
{
goto clippass;
}
if (!bothceilingssky) // ceilings are always the "same" when sky
if (backsector->ceilingheight != frontsector->ceilingheight)
goto clippass;
if (!bothfloorssky) // floors are always the "same" when sky
if (backsector->floorheight != frontsector->floorheight)
goto clippass;
}
// Reject empty lines used for triggers and special events.
@ -922,7 +950,8 @@ static void R_Subsector(size_t num)
#ifdef ESLOPE
frontsector->f_slope ? P_GetZAt(frontsector->f_slope, viewx, viewy) :
#endif
frontsector->floorheight) < viewz || (frontsector->heightsec != -1
frontsector->floorheight) < viewz || frontsector->floorpic == skyflatnum
|| (frontsector->heightsec != -1
&& sectors[frontsector->heightsec].ceilingpic == skyflatnum)))
{
floorplane = R_FindPlane(frontsector->floorheight, frontsector->floorpic, floorlightlevel,

View File

@ -625,7 +625,7 @@ visplane_t *R_CheckPlane(visplane_t *pl, INT32 start, INT32 stop)
// overlap.
void R_ExpandPlane(visplane_t *pl, INT32 start, INT32 stop)
{
INT32 unionl, unionh;
// INT32 unionl, unionh;
// INT32 x;
#ifdef POLYOBJECTS_PLANES
@ -634,6 +634,9 @@ void R_ExpandPlane(visplane_t *pl, INT32 start, INT32 stop)
return;
#endif
if (pl->minx > start) pl->minx = start;
if (pl->maxx < stop) pl->maxx = stop;
/*
if (start < pl->minx)
{
unionl = start;
@ -651,15 +654,16 @@ void R_ExpandPlane(visplane_t *pl, INT32 start, INT32 stop)
{
unionh = pl->maxx;
}
/*
for (x = start; x <= stop; x++)
if (pl->top[x] != 0xffff || pl->bottom[x] != 0x0000)
break;
if (x <= stop)
I_Error("R_ExpandPlane: planes in same subsector overlap?!\nminx: %d, maxx: %d, start: %d, stop: %d\n", pl->minx, pl->maxx, start, stop);
*/
pl->minx = unionl, pl->maxx = unionh;
*/
}
//
@ -694,10 +698,10 @@ void R_MakeSpans(INT32 x, INT32 t1, INT32 b1, INT32 t2, INT32 b2)
void R_DrawPlanes(void)
{
visplane_t *pl;
INT32 x;
INT32 angle;
INT32 i;
// Note: are these two lines really needed?
// R_DrawSinglePlane and R_DrawSkyPlane do span/column drawer resets themselves anyway
spanfunc = basespanfunc;
wallcolfunc = walldrawerfunc;
@ -705,45 +709,6 @@ void R_DrawPlanes(void)
{
for (pl = visplanes[i]; pl; pl = pl->next)
{
// sky flat
if (pl->picnum == skyflatnum)
{
if (!viewsky)
{
skyVisible = true;
continue;
}
// use correct aspect ratio scale
dc_iscale = skyscale;
// Sky is always drawn full bright,
// i.e. colormaps[0] is used.
// Because of this hack, sky is not affected
// by INVUL inverse mapping.
dc_colormap = colormaps;
dc_texturemid = skytexturemid;
dc_texheight = textureheight[skytexture]
>>FRACBITS;
for (x = pl->minx; x <= pl->maxx; x++)
{
dc_yl = pl->top[x];
dc_yh = pl->bottom[x];
if (dc_yl <= dc_yh)
{
angle = (pl->viewangle + xtoviewangle[x])>>ANGLETOSKYSHIFT;
dc_iscale = FixedMul(skyscale, FINECOSINE(xtoviewangle[x]>>ANGLETOFINESHIFT));
dc_x = x;
dc_source =
R_GetColumn(texturetranslation[skytexture],
angle);
wallcolfunc();
}
}
continue;
}
if (pl->ffloor != NULL
#ifdef POLYOBJECTS_PLANES
|| pl->polyobj != NULL
@ -760,6 +725,59 @@ void R_DrawPlanes(void)
#endif
}
// R_DrawSkyPlane
//
// Draws the sky within the plane's top/bottom bounds
// Note: this uses column drawers instead of span drawers, since the sky is always a texture
//
static void R_DrawSkyPlane(visplane_t *pl)
{
INT32 x;
INT32 angle;
// If we're not supposed to draw the sky (e.g. for skyboxes), don't do anything!
// This probably utterly ruins sky rendering for FOFs and polyobjects, unfortunately
if (!viewsky)
{
// Mark that the sky was visible here for next tic
// (note: this is a hack and it sometimes can cause HOMs to appear for a tic IIRC)
skyVisible = true;
return;
}
// Reset column drawer function (note: couldn't we just call walldrawerfunc directly?)
// (that is, unless we'll need to switch drawers in future for some reason)
wallcolfunc = walldrawerfunc;
// use correct aspect ratio scale
dc_iscale = skyscale;
// Sky is always drawn full bright,
// i.e. colormaps[0] is used.
// Because of this hack, sky is not affected
// by sector colormaps (INVUL inverse mapping is not implemented in SRB2 so is irrelevant).
dc_colormap = colormaps;
dc_texturemid = skytexturemid;
dc_texheight = textureheight[skytexture]
>>FRACBITS;
for (x = pl->minx; x <= pl->maxx; x++)
{
dc_yl = pl->top[x];
dc_yh = pl->bottom[x];
if (dc_yl <= dc_yh)
{
angle = (pl->viewangle + xtoviewangle[x])>>ANGLETOSKYSHIFT;
dc_iscale = FixedMul(skyscale, FINECOSINE(xtoviewangle[x]>>ANGLETOFINESHIFT));
dc_x = x;
dc_source =
R_GetColumn(texturetranslation[skytexture],
-angle); // get negative of angle for each column to display sky correct way round! --Monster Iestyn 27/01/18
wallcolfunc();
}
}
}
void R_DrawSinglePlane(visplane_t *pl)
{
INT32 light = 0;
@ -771,6 +789,13 @@ void R_DrawSinglePlane(visplane_t *pl)
if (!(pl->minx <= pl->maxx))
return;
// sky flat
if (pl->picnum == skyflatnum)
{
R_DrawSkyPlane(pl);
return;
}
#ifndef NOWATER
itswater = false;
#endif

View File

@ -1321,6 +1321,18 @@ void R_RenderThickSideRange(drawseg_t *ds, INT32 x1, INT32 x2, ffloor_t *pfloor)
#undef CLAMPMIN
}
// R_ExpandPlaneY
//
// A simple function to modify a vsplane's top and bottom for a particular column
// Sort of like R_ExpandPlane in r_plane.c, except this is vertical expansion
static inline void R_ExpandPlaneY(visplane_t *pl, INT32 x, INT16 top, INT16 bottom)
{
// Expand the plane, don't shrink it!
// note: top and bottom default to 0xFFFF and 0x0000 respectively, which is totally compatible with this
if (pl->top[x] > top) pl->top[x] = top;
if (pl->bottom[x] < bottom) pl->bottom[x] = bottom;
}
//
// R_RenderSegLoop
// Draws zero, one, or two textures (and possibly a masked
@ -1344,7 +1356,6 @@ UINT32 nombre = 100000;
#endif
//profile stuff ---------------------------------------------------------
static void R_RenderSegLoop (void)
{
angle_t angle;
@ -1366,7 +1377,6 @@ static void R_RenderSegLoop (void)
// mark floor / ceiling areas
yl = (topfrac+HEIGHTUNIT-1)>>HEIGHTBITS;
// no space above wall?
top = ceilingclip[rw_x]+1;
// no space above wall?
@ -1375,16 +1385,19 @@ static void R_RenderSegLoop (void)
if (markceiling)
{
#if 0
bottom = yl-1;
if (bottom >= floorclip[rw_x])
bottom = floorclip[rw_x]-1;
if (top <= bottom)
{
ceilingplane->top[rw_x] = (INT16)top;
ceilingplane->bottom[rw_x] = (INT16)bottom;
}
#else
bottom = yl > floorclip[rw_x] ? floorclip[rw_x] : yl;
if (top <= --bottom && ceilingplane)
#endif
R_ExpandPlaneY(ceilingplane, rw_x, top, bottom);
}
@ -1397,24 +1410,10 @@ static void R_RenderSegLoop (void)
if (markfloor)
{
#if 0 // Old Doom Legacy code
bottom = floorclip[rw_x]-1;
if (top <= ceilingclip[rw_x])
top = ceilingclip[rw_x]+1;
if (top <= bottom && floorplane)
{
floorplane->top[rw_x] = (INT16)top;
floorplane->bottom[rw_x] = (INT16)bottom;
}
#else // Spiffy new PRBoom code
top = yh < ceilingclip[rw_x] ? ceilingclip[rw_x] : yh;
top = yh < ceilingclip[rw_x] ? ceilingclip[rw_x] : yh;
if (++top <= bottom && floorplane)
{
floorplane->top[rw_x] = (INT16)top;
floorplane->bottom[rw_x] = (INT16)bottom;
}
#endif
R_ExpandPlaneY(floorplane, rw_x, top, bottom);
}
if (numffloors)
@ -1428,14 +1427,6 @@ static void R_RenderSegLoop (void)
#ifdef POLYOBJECTS_PLANES
if (ffloor[i].polyobj && (!curline->polyseg || ffloor[i].polyobj != curline->polyseg))
continue;
// FIXME hack to fix planes disappearing when a seg goes behind the camera. This NEEDS to be changed to be done properly. -Red
if (curline->polyseg) {
if (ffloor[i].plane->minx > rw_x)
ffloor[i].plane->minx = rw_x;
else if (ffloor[i].plane->maxx < rw_x)
ffloor[i].plane->maxx = rw_x;
}
#endif
if (ffloor[i].height < viewz)
@ -1451,7 +1442,7 @@ static void R_RenderSegLoop (void)
#ifdef POLYOBJECTS_PLANES
// Polyobject-specific hack to fix plane leaking -Red
if (curline->polyseg && ffloor[i].polyobj && ffloor[i].polyobj == curline->polyseg && top_w >= bottom_w) {
if (ffloor[i].polyobj && top_w >= bottom_w) {
ffloor[i].plane->top[rw_x] = ffloor[i].plane->bottom[rw_x] = 0xFFFF;
} else
#endif
@ -1475,7 +1466,7 @@ static void R_RenderSegLoop (void)
#ifdef POLYOBJECTS_PLANES
// Polyobject-specific hack to fix plane leaking -Red
if (curline->polyseg && ffloor[i].polyobj && ffloor[i].polyobj == curline->polyseg && top_w >= bottom_w) {
if (ffloor[i].polyobj && top_w >= bottom_w) {
ffloor[i].plane->top[rw_x] = ffloor[i].plane->bottom[rw_x] = 0xFFFF;
} else
#endif
@ -1908,29 +1899,26 @@ void R_StoreWallRange(INT32 start, INT32 stop)
}
}
if (frontsector->c_slope) {
worldtop = P_GetZAt(frontsector->c_slope, segleft.x, segleft.y) - viewz;
worldtopslope = P_GetZAt(frontsector->c_slope, segright.x, segright.y) - viewz;
} else {
worldtopslope =
#else
{
#endif
worldtop = frontsector->ceilingheight - viewz;
}
#define SLOPEPARAMS(slope, end1, end2, normalheight) \
if (slope) { \
end1 = P_GetZAt(slope, segleft.x, segleft.y); \
end2 = P_GetZAt(slope, segright.x, segright.y); \
} else \
end1 = end2 = normalheight;
#ifdef ESLOPE
if (frontsector->f_slope) {
worldbottom = P_GetZAt(frontsector->f_slope, segleft.x, segleft.y) - viewz;
worldbottomslope = P_GetZAt(frontsector->f_slope, segright.x, segright.y) - viewz;
} else {
worldbottomslope =
SLOPEPARAMS(frontsector->c_slope, worldtop, worldtopslope, frontsector->ceilingheight)
SLOPEPARAMS(frontsector->f_slope, worldbottom, worldbottomslope, frontsector->floorheight)
// subtract viewz from these to turn them into
// positions relative to the camera's z position
worldtop -= viewz;
worldtopslope -= viewz;
worldbottom -= viewz;
worldbottomslope -= viewz;
#else
{
worldtop = frontsector->ceilingheight - viewz;
worldbottom = frontsector->floorheight - viewz;
#endif
worldbottom = frontsector->floorheight - viewz;
}
midtexture = toptexture = bottomtexture = maskedtexture = 0;
ds_p->maskedtexturecol = NULL;
@ -2032,125 +2020,128 @@ void R_StoreWallRange(INT32 start, INT32 stop)
else
{
// two sided line
boolean bothceilingssky = false; // turned on if both back and front ceilings are sky
boolean bothfloorssky = false; // likewise, but for floors
#ifdef ESLOPE
if (backsector->c_slope) {
worldhigh = P_GetZAt(backsector->c_slope, segleft.x, segleft.y) - viewz;
worldhighslope = P_GetZAt(backsector->c_slope, segright.x, segright.y) - viewz;
} else {
worldhighslope =
SLOPEPARAMS(backsector->c_slope, worldhigh, worldhighslope, backsector->ceilingheight)
SLOPEPARAMS(backsector->f_slope, worldlow, worldlowslope, backsector->floorheight)
worldhigh -= viewz;
worldhighslope -= viewz;
worldlow -= viewz;
worldlowslope -= viewz;
#else
{
worldhigh = backsector->ceilingheight - viewz;
worldlow = backsector->floorheight - viewz;
#endif
worldhigh = backsector->ceilingheight - viewz;
}
#ifdef ESLOPE
if (backsector->f_slope) {
worldlow = P_GetZAt(backsector->f_slope, segleft.x, segleft.y) - viewz;
worldlowslope = P_GetZAt(backsector->f_slope, segright.x, segright.y) - viewz;
} else {
worldlowslope =
#else
{
#endif
worldlow = backsector->floorheight - viewz;
}
// hack to allow height changes in outdoor areas
// This is what gets rid of the upper textures if there should be sky
if (frontsector->ceilingpic == skyflatnum
&& backsector->ceilingpic == skyflatnum)
{
#ifdef ESLOPE
worldtopslope = worldhighslope =
#endif
worldtop = worldhigh;
bothceilingssky = true;
}
// likewise, but for floors and upper textures
if (frontsector->floorpic == skyflatnum
&& backsector->floorpic == skyflatnum)
{
bothfloorssky = true;
}
ds_p->sprtopclip = ds_p->sprbottomclip = NULL;
ds_p->silhouette = 0;
if (
#ifdef ESLOPE
worldbottomslope > worldlowslope ||
#endif
worldbottom > worldlow)
if (!bothfloorssky)
{
ds_p->silhouette = SIL_BOTTOM;
if (
#ifdef ESLOPE
if ((backsector->f_slope ? P_GetZAt(backsector->f_slope, viewx, viewy) : backsector->floorheight) > viewz)
worldbottomslope > worldlowslope ||
#endif
worldbottom > worldlow)
{
ds_p->silhouette = SIL_BOTTOM;
#ifdef ESLOPE
if ((backsector->f_slope ? P_GetZAt(backsector->f_slope, viewx, viewy) : backsector->floorheight) > viewz)
ds_p->bsilheight = INT32_MAX;
else
ds_p->bsilheight = (frontsector->f_slope ? INT32_MAX : frontsector->floorheight);
#else
ds_p->bsilheight = frontsector->floorheight;
#endif
}
#ifdef ESLOPE
else if ((backsector->f_slope ? P_GetZAt(backsector->f_slope, viewx, viewy) : backsector->floorheight) > viewz)
#else
else if (backsector->floorheight > viewz)
#endif
{
ds_p->silhouette = SIL_BOTTOM;
ds_p->bsilheight = INT32_MAX;
else
ds_p->bsilheight = (frontsector->f_slope ? INT32_MAX : frontsector->floorheight);
#else
ds_p->bsilheight = frontsector->floorheight;
#endif
}
#ifdef ESLOPE
else if ((backsector->f_slope ? P_GetZAt(backsector->f_slope, viewx, viewy) : backsector->floorheight) > viewz)
#else
else if (backsector->floorheight > viewz)
#endif
{
ds_p->silhouette = SIL_BOTTOM;
ds_p->bsilheight = INT32_MAX;
// ds_p->sprbottomclip = negonearray;
// ds_p->sprbottomclip = negonearray;
}
}
if (
#ifdef ESLOPE
worldtopslope < worldhighslope ||
#endif
worldtop < worldhigh)
if (!bothceilingssky)
{
ds_p->silhouette |= SIL_TOP;
if (
#ifdef ESLOPE
if ((backsector->c_slope ? P_GetZAt(backsector->c_slope, viewx, viewy) : backsector->ceilingheight) < viewz)
worldtopslope < worldhighslope ||
#endif
worldtop < worldhigh)
{
ds_p->silhouette |= SIL_TOP;
#ifdef ESLOPE
if ((backsector->c_slope ? P_GetZAt(backsector->c_slope, viewx, viewy) : backsector->ceilingheight) < viewz)
ds_p->tsilheight = INT32_MIN;
else
ds_p->tsilheight = (frontsector->c_slope ? INT32_MIN : frontsector->ceilingheight);
#else
ds_p->tsilheight = frontsector->ceilingheight;
#endif
}
#ifdef ESLOPE
else if ((backsector->c_slope ? P_GetZAt(backsector->c_slope, viewx, viewy) : backsector->ceilingheight) < viewz)
#else
else if (backsector->ceilingheight < viewz)
#endif
{
ds_p->silhouette |= SIL_TOP;
ds_p->tsilheight = INT32_MIN;
else
ds_p->tsilheight = (frontsector->c_slope ? INT32_MIN : frontsector->ceilingheight);
#else
ds_p->tsilheight = frontsector->ceilingheight;
#endif
}
#ifdef ESLOPE
else if ((backsector->c_slope ? P_GetZAt(backsector->c_slope, viewx, viewy) : backsector->ceilingheight) < viewz)
#else
else if (backsector->ceilingheight < viewz)
#endif
{
ds_p->silhouette |= SIL_TOP;
ds_p->tsilheight = INT32_MIN;
// ds_p->sprtopclip = screenheightarray;
// ds_p->sprtopclip = screenheightarray;
}
}
#ifdef ESLOPE
if (worldhigh <= worldbottom && worldhighslope <= worldbottomslope)
#else
if (worldhigh <= worldbottom)
#endif
if (!bothceilingssky && !bothfloorssky)
{
ds_p->sprbottomclip = negonearray;
ds_p->bsilheight = INT32_MAX;
ds_p->silhouette |= SIL_BOTTOM;
}
#ifdef ESLOPE
if (worldhigh <= worldbottom && worldhighslope <= worldbottomslope)
#else
if (worldhigh <= worldbottom)
#endif
{
ds_p->sprbottomclip = negonearray;
ds_p->bsilheight = INT32_MAX;
ds_p->silhouette |= SIL_BOTTOM;
}
#ifdef ESLOPE
if (worldlow >= worldtop && worldlowslope >= worldtopslope)
if (worldlow >= worldtop && worldlowslope >= worldtopslope)
#else
if (worldlow >= worldtop)
if (worldlow >= worldtop)
#endif
{
ds_p->sprtopclip = screenheightarray;
ds_p->tsilheight = INT32_MIN;
ds_p->silhouette |= SIL_TOP;
{
ds_p->sprtopclip = screenheightarray;
ds_p->tsilheight = INT32_MIN;
ds_p->silhouette |= SIL_TOP;
}
}
//SoM: 3/25/2000: This code fixes an automap bug that didn't check
// frontsector->ceiling and backsector->floor to see if a door was closed.
// Without the following code, sprites get displayed behind closed doors.
if (!bothceilingssky && !bothfloorssky)
{
#ifdef ESLOPE
if (doorclosed || (worldhigh <= worldbottom && worldhighslope <= worldbottomslope))
@ -2174,7 +2165,13 @@ void R_StoreWallRange(INT32 start, INT32 stop)
}
}
if (worldlow != worldbottom
if (bothfloorssky)
{
// see double ceiling skies comment
// this is the same but for upside down thok barriers where the floor is sky and the ceiling is normal
markfloor = false;
}
else if (worldlow != worldbottom
#ifdef ESLOPE
|| worldlowslope != worldbottomslope
|| backsector->f_slope != frontsector->f_slope
@ -2186,7 +2183,7 @@ void R_StoreWallRange(INT32 start, INT32 stop)
|| backsector->floor_yoffs != frontsector->floor_yoffs
|| backsector->floorpic_angle != frontsector->floorpic_angle
//SoM: 3/22/2000: Prevents bleeding.
|| frontsector->heightsec != -1
|| (frontsector->heightsec != -1 && frontsector->floorpic != skyflatnum)
|| backsector->floorlightsec != frontsector->floorlightsec
//SoM: 4/3/2000: Check for colormaps
|| frontsector->extra_colormap != backsector->extra_colormap
@ -2200,7 +2197,14 @@ void R_StoreWallRange(INT32 start, INT32 stop)
markfloor = false;
}
if (worldhigh != worldtop
if (bothceilingssky)
{
// double ceiling skies are special
// we don't want to lower the ceiling clipping, (no new plane is drawn anyway)
// so we can see the floor of thok barriers always regardless of sector properties
markceiling = false;
}
else if (worldhigh != worldtop
#ifdef ESLOPE
|| worldhighslope != worldtopslope
|| backsector->c_slope != frontsector->c_slope
@ -2226,19 +2230,28 @@ void R_StoreWallRange(INT32 start, INT32 stop)
markceiling = false;
}
if (backsector->ceilingheight <= frontsector->floorheight ||
backsector->floorheight >= frontsector->ceilingheight)
if (!bothceilingssky && !bothfloorssky)
{
// closed door
markceiling = markfloor = true;
#ifdef ESLOPE
if ((worldhigh <= worldbottom && worldhighslope <= worldbottomslope)
|| (worldlow >= worldtop && worldlowslope >= worldtopslope))
#else
if (backsector->ceilingheight <= frontsector->floorheight
|| backsector->floorheight >= frontsector->ceilingheight)
#endif
{
// closed door
markceiling = markfloor = true;
}
}
// check TOP TEXTURE
if (worldhigh < worldtop
if (!bothceilingssky // never draw the top texture if on
&& (worldhigh < worldtop
#ifdef ESLOPE
|| worldhighslope < worldtopslope
#endif
)
))
{
fixed_t texheight;
// top texture
@ -2287,11 +2300,12 @@ void R_StoreWallRange(INT32 start, INT32 stop)
}
}
// check BOTTOM TEXTURE
if (worldlow > worldbottom
if (!bothfloorssky // never draw the bottom texture if on
&& (worldlow > worldbottom
#ifdef ESLOPE
|| worldlowslope > worldbottomslope
#endif
) //seulement si VISIBLE!!!
)) //seulement si VISIBLE!!!
{
// bottom texture
bottomtexture = R_GetTextureNum(sidedef->bottomtexture);
@ -2364,16 +2378,8 @@ void R_StoreWallRange(INT32 start, INT32 stop)
continue;
#ifdef ESLOPE
if (*rover->t_slope) {
high1 = P_GetZAt(*rover->t_slope, segleft.x, segleft.y);
highslope1 = P_GetZAt(*rover->t_slope, segright.x, segright.y);
} else
high1 = highslope1 = *rover->topheight;
if (*rover->b_slope) {
low1 = P_GetZAt(*rover->b_slope, segleft.x, segleft.y);
lowslope1 = P_GetZAt(*rover->b_slope, segright.x, segright.y);
} else
low1 = lowslope1 = *rover->bottomheight;
SLOPEPARAMS(*rover->t_slope, high1, highslope1, *rover->topheight)
SLOPEPARAMS(*rover->b_slope, low1, lowslope1, *rover->bottomheight)
if ((high1 < lowcut && highslope1 < lowcutslope) || (low1 > highcut && lowslope1 > highcutslope))
continue;
@ -2405,16 +2411,8 @@ void R_StoreWallRange(INT32 start, INT32 stop)
}
#ifdef ESLOPE
if (*r2->t_slope) {
high2 = P_GetZAt(*r2->t_slope, segleft.x, segleft.y);
highslope2 = P_GetZAt(*r2->t_slope, segright.x, segright.y);
} else
high2 = highslope2 = *r2->topheight;
if (*r2->b_slope) {
low2 = P_GetZAt(*r2->b_slope, segleft.x, segleft.y);
lowslope2 = P_GetZAt(*r2->b_slope, segright.x, segright.y);
} else
low2 = lowslope2 = *r2->bottomheight;
SLOPEPARAMS(*r2->t_slope, high2, highslope2, *r2->topheight)
SLOPEPARAMS(*r2->b_slope, low2, lowslope2, *r2->bottomheight)
if ((high2 < lowcut || highslope2 < lowcutslope) || (low2 > highcut || lowslope2 > highcutslope))
continue;
@ -2447,16 +2445,8 @@ void R_StoreWallRange(INT32 start, INT32 stop)
continue;
#ifdef ESLOPE
if (*rover->t_slope) {
high1 = P_GetZAt(*rover->t_slope, segleft.x, segleft.y);
highslope1 = P_GetZAt(*rover->t_slope, segright.x, segright.y);
} else
high1 = highslope1 = *rover->topheight;
if (*rover->b_slope) {
low1 = P_GetZAt(*rover->b_slope, segleft.x, segleft.y);
lowslope1 = P_GetZAt(*rover->b_slope, segright.x, segright.y);
} else
low1 = lowslope1 = *rover->bottomheight;
SLOPEPARAMS(*rover->t_slope, high1, highslope1, *rover->topheight)
SLOPEPARAMS(*rover->b_slope, low1, lowslope1, *rover->bottomheight)
if ((high1 < lowcut && highslope1 < lowcutslope) || (low1 > highcut && lowslope1 > highcutslope))
continue;
@ -2488,17 +2478,9 @@ void R_StoreWallRange(INT32 start, INT32 stop)
}
#ifdef ESLOPE
if (*r2->t_slope) {
high2 = P_GetZAt(*r2->t_slope, segleft.x, segleft.y);
highslope2 = P_GetZAt(*r2->t_slope, segright.x, segright.y);
} else
high2 = highslope2 = *r2->topheight;
if (*r2->b_slope) {
low2 = P_GetZAt(*r2->b_slope, segleft.x, segleft.y);
lowslope2 = P_GetZAt(*r2->b_slope, segright.x, segright.y);
} else
low2 = lowslope2 = *r2->bottomheight;
SLOPEPARAMS(*r2->t_slope, high2, highslope2, *r2->topheight)
SLOPEPARAMS(*r2->b_slope, low2, lowslope2, *r2->bottomheight)
#undef SLOPEPARAMS
if ((high2 < lowcut || highslope2 < lowcutslope) || (low2 > highcut || lowslope2 > highcutslope))
continue;
if ((high1 > high2 || highslope1 > highslope2) || (low1 < low2 || lowslope1 < lowslope2))
@ -2677,7 +2659,8 @@ void R_StoreWallRange(INT32 start, INT32 stop)
// and doesn't need to be marked.
if (frontsector->heightsec == -1)
{
if ((
if (frontsector->floorpic != skyflatnum
&& (
#ifdef ESLOPE
frontsector->f_slope ? P_GetZAt(frontsector->f_slope, viewx, viewy) :
#endif
@ -2687,12 +2670,12 @@ void R_StoreWallRange(INT32 start, INT32 stop)
markfloor = false;
}
if ((
if (frontsector->ceilingpic != skyflatnum
&& (
#ifdef ESLOPE
frontsector->c_slope ? P_GetZAt(frontsector->c_slope, viewx, viewy) :
#endif
frontsector->ceilingheight) <= viewz &&
frontsector->ceilingpic != skyflatnum)
frontsector->ceilingheight) <= viewz)
{
// below view plane
markceiling = false;
@ -3150,6 +3133,22 @@ void R_StoreWallRange(INT32 start, INT32 stop)
for (i = 0; i < numffloors; i++)
R_ExpandPlane(ffloor[i].plane, rw_x, rw_stopx - 1);
}
#ifdef POLYOBJECTS_PLANES
// FIXME hack to fix planes disappearing when a seg goes behind the camera. This NEEDS to be changed to be done properly. -Red
if (curline->polyseg)
{
for (i = 0; i < numffloors; i++)
{
if (!ffloor[i].polyobj || ffloor[i].polyobj != curline->polyseg)
continue;
if (ffloor[i].plane->minx > rw_x)
ffloor[i].plane->minx = rw_x;
if (ffloor[i].plane->maxx < rw_stopx - 1)
ffloor[i].plane->maxx = rw_stopx - 1;
}
}
#endif
}
#ifdef WALLSPLATS