Merge branch 'next' into bp_random2
This commit is contained in:
commit
1c16943be8
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@ -139,7 +139,6 @@ set(SRB2_CORE_RENDER_SOURCES
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set(SRB2_CORE_GAME_SOURCES
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p_ceilng.c
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p_enemy.c
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p_fab.c
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p_floor.c
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p_inter.c
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p_lights.c
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@ -437,7 +437,6 @@ OBJS:=$(i_main_o) \
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$(OBJDIR)/info.o \
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$(OBJDIR)/p_ceilng.o \
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$(OBJDIR)/p_enemy.o \
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$(OBJDIR)/p_fab.o \
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$(OBJDIR)/p_floor.o \
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$(OBJDIR)/p_inter.o \
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$(OBJDIR)/p_lights.o \
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@ -172,14 +172,38 @@ static int lib_pAproxDistance(lua_State *L)
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static int lib_pClosestPointOnLine(lua_State *L)
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{
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int n = lua_gettop(L);
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fixed_t x = luaL_checkfixed(L, 1);
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fixed_t y = luaL_checkfixed(L, 2);
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line_t *line = *((line_t **)luaL_checkudata(L, 3, META_LINE));
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vertex_t result;
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//HUDSAFE
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if (!line)
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return LUA_ErrInvalid(L, "line_t");
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P_ClosestPointOnLine(x, y, line, &result);
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if (lua_isuserdata(L, 3)) // use a real linedef to get our points
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{
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line_t *line = *((line_t **)luaL_checkudata(L, 3, META_LINE));
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if (!line)
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return LUA_ErrInvalid(L, "line_t");
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P_ClosestPointOnLine(x, y, line, &result);
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}
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else // use custom coordinates of our own!
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{
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vertex_t v1, v2; // fake vertexes
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line_t junk; // fake linedef
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if (n < 6)
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return luaL_error(L, "arguments 3 to 6 not all given (expected 4 fixed-point integers)");
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v1.x = luaL_checkfixed(L, 3);
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v1.y = luaL_checkfixed(L, 4);
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v2.x = luaL_checkfixed(L, 5);
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v2.y = luaL_checkfixed(L, 6);
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junk.v1 = &v1;
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junk.v2 = &v2;
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junk.dx = v2.x - v1.x;
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junk.dy = v2.y - v1.y;
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P_ClosestPointOnLine(x, y, &junk, &result);
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}
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lua_pushfixed(L, result.x);
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lua_pushfixed(L, result.y);
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return 2;
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15
src/p_fab.c
15
src/p_fab.c
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@ -1,15 +0,0 @@
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// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2014 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file p_fab.c
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/// \brief some new action routines, separated from the original doom
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/// sources, so that you can include it or remove it easy.
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/// \todo
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/// This file is now unused, please remove at some point
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@ -1616,7 +1616,7 @@ boolean P_CheckCameraPosition(fixed_t x, fixed_t y, camera_t *thiscam)
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po->validcount = validcount;
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if (!P_PointInsidePolyobj(po, x, y))
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if (!P_PointInsidePolyobj(po, x, y) || !(po->flags & POF_SOLID))
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{
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plink = (polymaplink_t *)(plink->link.next);
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continue;
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@ -3712,6 +3712,9 @@ static inline boolean PIT_GetSectors(line_t *ld)
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if (P_BoxOnLineSide(tmbbox, ld) != -1)
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return true;
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if (ld->polyobj) // line belongs to a polyobject, don't add it
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return true;
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// This line crosses through the object.
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// Collect the sector(s) from the line and add to the
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@ -3744,6 +3747,9 @@ static inline boolean PIT_GetPrecipSectors(line_t *ld)
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if (P_BoxOnLineSide(preciptmbbox, ld) != -1)
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return true;
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if (ld->polyobj) // line belongs to a polyobject, don't add it
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return true;
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// This line crosses through the object.
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// Collect the sector(s) from the line and add to the
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@ -3087,7 +3087,7 @@ static void P_DoTeeter(player_t *player)
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}
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if (polybottom > player->mo->z + player->mo->height + tiptop
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|| (polybottom < player->mo->z
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|| (polytop < player->mo->z
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&& player->mo->z + player->mo->height < player->mo->ceilingz - tiptop))
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teeter = true;
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else
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@ -3105,7 +3105,7 @@ static void P_DoTeeter(player_t *player)
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}
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if (polytop < player->mo->z - tiptop
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|| (polytop > player->mo->z + player->mo->height
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|| (polybottom > player->mo->z + player->mo->height
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&& player->mo->z > player->mo->floorz + tiptop))
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teeter = true;
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else
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@ -8163,7 +8163,7 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
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po->validcount = validcount;
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if (!P_PointInsidePolyobj(po, x, y))
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if (!P_PointInsidePolyobj(po, x, y) || !(po->flags & POF_SOLID))
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{
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plink = (polymaplink_t *)(plink->link.next);
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continue;
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@ -26,6 +26,7 @@ side_t *sidedef;
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line_t *linedef;
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sector_t *frontsector;
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sector_t *backsector;
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boolean portalline; // is curline a portal seg?
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// very ugly realloc() of drawsegs at run-time, I upped it to 512
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// instead of 256.. and someone managed to send me a level with
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@ -378,6 +379,7 @@ static void R_AddLine(seg_t *line)
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return;
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curline = line;
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portalline = false;
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// OPTIMIZE: quickly reject orthogonal back sides.
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angle1 = R_PointToAngle(line->v1->x, line->v1->y);
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@ -431,7 +433,7 @@ static void R_AddLine(seg_t *line)
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backsector = line->backsector;
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// Portal line
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if (line->linedef->special == 40 && P_PointOnLineSide(viewx, viewy, line->linedef) == 0)
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if (line->linedef->special == 40 && line->side == 0)
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{
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if (portalrender < cv_maxportals.value)
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{
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@ -23,6 +23,7 @@ extern side_t *sidedef;
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extern line_t *linedef;
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extern sector_t *frontsector;
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extern sector_t *backsector;
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extern boolean portalline; // is curline a portal seg?
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// drawsegs are allocated on the fly... see r_segs.c
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@ -667,6 +667,8 @@ typedef struct drawseg_s
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INT32 numthicksides;
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fixed_t frontscale[MAXVIDWIDTH];
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UINT8 portalpass; // if > 0 and <= portalrender, do not affect sprite clipping
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#ifdef ESLOPE
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fixed_t maskedtextureheight[MAXVIDWIDTH]; // For handling sloped midtextures
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14
src/r_main.c
14
src/r_main.c
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@ -91,7 +91,6 @@ typedef struct portal_pair
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INT16 *ceilingclip;
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INT16 *floorclip;
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fixed_t *frontscale;
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size_t seg;
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} portal_pair;
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portal_pair *portal_base, *portal_cap;
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line_t *portalclipline;
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@ -1230,7 +1229,7 @@ void R_AddPortal(INT32 line1, INT32 line2, INT32 x1, INT32 x2)
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portal->start = x1;
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portal->end = x2;
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portal->seg = ds_p-drawsegs;
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portalline = true; // this tells R_StoreWallRange that curline is a portal seg
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portal->viewx = viewx;
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portal->viewy = viewy;
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@ -1344,14 +1343,6 @@ void R_RenderPlayerView(player_t *player)
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validcount++;
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if (portal->seg)
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{
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// Push the portal's old drawseg out of the way so it isn't interfering with sprite clipping. -Red
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drawseg_t *seg = drawsegs+portal->seg;
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seg->scale1 = 0;
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seg->scale2 = 0;
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}
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R_RenderBSPNode((INT32)numnodes - 1);
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R_ClipSprites();
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//R_DrawPlanes();
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@ -1360,6 +1351,9 @@ void R_RenderPlayerView(player_t *player)
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// okay done. free it.
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portalcullsector = NULL; // Just in case...
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portal_base = portal->next;
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Z_Free(portal->ceilingclip);
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Z_Free(portal->floorclip);
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Z_Free(portal->frontscale);
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Z_Free(portal);
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}
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// END PORTAL RENDERING
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@ -2887,6 +2887,11 @@ void R_StoreWallRange(INT32 start, INT32 stop)
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R_RenderSegLoop();
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colfunc = wallcolfunc;
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if (portalline) // if curline is a portal, set portalrender for drawseg
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ds_p->portalpass = portalrender+1;
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else
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ds_p->portalpass = 0;
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// save sprite clipping info
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if (((ds_p->silhouette & SIL_TOP) || maskedtexture) && !ds_p->sprtopclip)
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{
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@ -834,10 +834,10 @@ static void R_DrawVisSprite(vissprite_t *vis)
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dc_texturemid = FixedDiv(dc_texturemid,this_scale);
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//Oh lordy, mercy me. Don't freak out if sprites go offscreen!
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if (vis->xiscale > 0)
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/*if (vis->xiscale > 0)
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frac = FixedDiv(frac, this_scale);
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else if (vis->x1 <= 0)
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frac = (vis->x1 - vis->x2) * vis->xiscale;
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frac = (vis->x1 - vis->x2) * vis->xiscale;*/
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sprtopscreen = centeryfrac - FixedMul(dc_texturemid, spryscale);
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//dc_hires = 1;
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@ -1301,7 +1301,7 @@ static void R_ProjectSprite(mobj_t *thing)
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}
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if (vis->x1 > x1)
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vis->startfrac += vis->xiscale*(vis->x1-x1);
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vis->startfrac += FixedDiv(vis->xiscale, this_scale)*(vis->x1-x1);
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//Fab: lumppat is the lump number of the patch to use, this is different
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// than lumpid for sprites-in-pwad : the graphics are patched
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@ -2053,6 +2053,9 @@ void R_ClipSprites(void)
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continue;
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}
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if (ds->portalpass > 0 && ds->portalpass <= portalrender)
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continue; // is a portal
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r1 = ds->x1 < spr->x1 ? spr->x1 : ds->x1;
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r2 = ds->x2 > spr->x2 ? spr->x2 : ds->x2;
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@ -336,6 +336,8 @@ void V_DrawFixedPatch(fixed_t x, fixed_t y, fixed_t pscale, INT32 scrn, patch_t
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const column_t *column;
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UINT8 *desttop, *dest, *deststart, *destend;
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const UINT8 *source, *deststop;
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fixed_t pwidth; // patch width
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fixed_t offx = 0; // x offset
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if (rendermode == render_none)
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return;
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@ -476,16 +478,36 @@ void V_DrawFixedPatch(fixed_t x, fixed_t y, fixed_t pscale, INT32 scrn, patch_t
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}
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}
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deststart = desttop;
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destend = desttop + SHORT(patch->width) * dupx;
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if (pscale != FRACUNIT) // scale width properly
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{
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pwidth = SHORT(patch->width)<<FRACBITS;
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pwidth = FixedMul(pwidth, pscale);
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pwidth = FixedMul(pwidth, dupx<<FRACBITS);
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pwidth >>= FRACBITS;
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}
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else
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pwidth = SHORT(patch->width) * dupx;
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for (col = 0; (col>>FRACBITS) < SHORT(patch->width); col += colfrac, ++x, desttop++)
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deststart = desttop;
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destend = desttop + pwidth;
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for (col = 0; (col>>FRACBITS) < SHORT(patch->width); col += colfrac, ++offx, desttop++)
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{
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INT32 topdelta, prevdelta = -1;
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if (x < 0) // don't draw off the left of the screen (WRAP PREVENTION)
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continue;
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if (x >= vid.width) // don't draw off the right of the screen (WRAP PREVENTION)
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break;
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if (flip) // offx is measured from right edge instead of left
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{
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if (x+pwidth-offx < 0) // don't draw off the left of the screen (WRAP PREVENTION)
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break;
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if (x+pwidth-offx >= vid.width) // don't draw off the right of the screen (WRAP PREVENTION)
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continue;
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}
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else
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{
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if (x+offx < 0) // don't draw off the left of the screen (WRAP PREVENTION)
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continue;
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if (x+offx >= vid.width) // don't draw off the right of the screen (WRAP PREVENTION)
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break;
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}
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column = (const column_t *)((const UINT8 *)(patch) + LONG(patch->columnofs[col>>FRACBITS]));
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while (column->topdelta != 0xff)
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