- Fixed: ACS improperly calculated the address of local variables when

returning from one function to another function when the function that
  was called was used as part of an expression.
- Fixed: Using Thing_Hate with arg0 (hater) set to 0 from an open script
  could crash.
- Fixed: Some items along ledges in Hexen's MAP32 (Orchard of Lamentations)
  appeared at the bottom of the ledge (and consequently inside it) instead
  of on top of it because the items were placed directly on the lines.
  AActor::LinkToWorldForMapThing() needs to use the original R_PointOnLineSide()
  code to handle situations like this. Previously, it just used the original
  code for straight horizontal/vertical lines and used the new code for
  diagonal lines.
- Fixed: FWadCollection::MergeLumps() used in incorrect realloc.
- Fixed: FPlayList::NextLine() did not properly handle blank lines in the
  playlist.
- Changed: Decals now use lightweight thinkers instead of actors. (76 bytes
  versus 396, so you save 320k if you have 1024 decals present.)
- Fixed: Wads added with pullin were loaded immediately after the IWAD.
  Exec files are now processed immediately before -file but after autoloading
  wads in D_DoomMain().
- Fixed: sdl/i_system.h unconditionally defined SHARE_DIR, preventing
  redefinition from the command line.
- Fixed: The standard way to include SDL.h is <SDL.h>, not <SDL/SDL.h>.
- Fixed: Returned FActiveInterpolation::HashKey()'s return type to size_t,
  avoiding a pointer truncation warning.


SVN r30 (trunk)
This commit is contained in:
Randy Heit 2006-04-12 01:50:09 +00:00
commit e815474cbe
29 changed files with 610 additions and 507 deletions

View file

@ -43,6 +43,7 @@
#include "m_swap.h"
#include "w_wad.h"
#include "stats.h"
#include "a_sharedglobal.h"
#define WALLYREPEAT 8
@ -123,7 +124,7 @@ FTexture *rw_pic;
static short *maskedtexturecol;
static FTexture *WallSpriteTile;
static void R_RenderBoundWallSprite (AActor *first, drawseg_t *clipper, int pass);
static void R_RenderDecal (DBaseDecal *first, drawseg_t *clipper, int pass);
static void WallSpriteColumn (void (*drawfunc)(const BYTE *column, const FTexture::Span *spans));
//=============================================================================
@ -1333,11 +1334,9 @@ void R_StoreWallRange (int start, int stop)
}
// [RH] Draw any decals bound to the seg
AActor *decal = (AActor *)curline->sidedef->BoundActors;
while (decal != NULL)
for (DBaseDecal *decal = curline->sidedef->AttachedDecals; decal != NULL; decal = decal->WallNext)
{
R_RenderBoundWallSprite (decal, ds_p, 0);
decal = decal->snext;
R_RenderDecal (decal, ds_p, 0);
}
ds_p++;
@ -1767,9 +1766,7 @@ void PrepLWall (fixed_t *lwall, fixed_t walxrepeat)
// = 1: drawing masked textures (including sprites)
// Currently, only pass = 0 is done or used
static AActor *DecalActorForDebug;
static void R_RenderBoundWallSprite (AActor *actor, drawseg_t *clipper, int pass)
static void R_RenderDecal (DBaseDecal *decal, drawseg_t *clipper, int pass)
{
fixed_t lx, ly, lx2, ly2;
int x1, x2;
@ -1780,72 +1777,62 @@ static void R_RenderBoundWallSprite (AActor *actor, drawseg_t *clipper, int pass
int needrepeat = 0;
sector_t *front, *back;
if (actor->renderflags & RF_INVISIBLE || !viewactive)
if (decal->RenderFlags & RF_INVISIBLE || !viewactive || decal->PicNum == 0xFFFF)
return;
DecalActorForDebug = actor;
// Determine actor z
zpos = actor->z;
zpos = decal->z;
front = curline->frontsector;
back = (curline->backsector != NULL) ? curline->backsector : curline->frontsector;
switch (actor->renderflags & RF_RELMASK)
switch (decal->RenderFlags & RF_RELMASK)
{
default:
zpos = actor->z;
zpos = decal->z;
break;
case RF_RELUPPER:
if (curline->linedef->flags & ML_DONTPEGTOP)
{
zpos = actor->z + front->ceilingtexz;
zpos = decal->z + front->ceilingtexz;
}
else
{
zpos = actor->z + back->ceilingtexz;
zpos = decal->z + back->ceilingtexz;
}
break;
case RF_RELLOWER:
if (curline->linedef->flags & ML_DONTPEGBOTTOM)
{
zpos = actor->z + front->ceilingtexz;
zpos = decal->z + front->ceilingtexz;
}
else
{
zpos = actor->z + back->floortexz;
zpos = decal->z + back->floortexz;
}
break;
case RF_RELMID:
if (curline->linedef->flags & ML_DONTPEGBOTTOM)
{
zpos = actor->z + front->floortexz;
zpos = decal->z + front->floortexz;
}
else
{
zpos = actor->z + front->ceilingtexz;
zpos = decal->z + front->ceilingtexz;
}
}
xscale = actor->xscale + 1;
yscale = actor->yscale + 1;
xscale = decal->XScale + 1;
yscale = decal->YScale + 1;
WallSpriteTile = TexMan(decal->PicNum);
flipx = decal->RenderFlags & RF_XFLIP;
if (actor->picnum != 0xffff)
{
WallSpriteTile = TexMan(actor->picnum);
flipx = actor->renderflags & RF_XFLIP;
}
else
{
//WallSpriteTile = SpriteFrames[sprites[actor->sprite].spriteframes + actor->frame].lump[0];
//flipx = SpriteFrames[sprites[actor->sprite].spriteframes + actor->frame].flip & 1;
return;
}
if (WallSpriteTile->UseType == FTexture::TEX_Null)
{
return;
}
// Determine left and right edges of sprite. Since this sprite is bound
// to a wall, we use the wall's angle instead of the actor's. This is
// to a wall, we use the wall's angle instead of the decal's. This is
// pretty much the same as what R_AddLine() does.
x2 = WallSpriteTile->GetWidth();
@ -1856,10 +1843,10 @@ static void R_RenderBoundWallSprite (AActor *actor, drawseg_t *clipper, int pass
x2 *= xscale;
angle_t ang = R_PointToAngle2 (curline->v1->x, curline->v1->y, curline->v2->x, curline->v2->y) >> ANGLETOFINESHIFT;
lx = actor->x - MulScale6 (x1, finecosine[ang]) - viewx;
lx2 = actor->x + MulScale6 (x2, finecosine[ang]) - viewx;
ly = actor->y - MulScale6 (x1, finesine[ang]) - viewy;
ly2 = actor->y + MulScale6 (x2, finesine[ang]) - viewy;
lx = decal->x - MulScale6 (x1, finecosine[ang]) - viewx;
lx2 = decal->x + MulScale6 (x2, finecosine[ang]) - viewx;
ly = decal->y - MulScale6 (x1, finesine[ang]) - viewy;
ly2 = decal->y + MulScale6 (x2, finesine[ang]) - viewy;
WallTX1 = DMulScale20 (lx, viewsin, -ly, viewcos);
WallTX2 = DMulScale20 (lx2, viewsin, -ly2, viewcos);
@ -1933,7 +1920,7 @@ static void R_RenderBoundWallSprite (AActor *actor, drawseg_t *clipper, int pass
WallDepthOrg = -WallUoverZstep * WallTMapScale2;
// Get the top and bottom clipping arrays
switch (actor->renderflags & RF_CLIPMASK)
switch (decal->RenderFlags & RF_CLIPMASK)
{
case RF_CLIPFULL:
if (curline->backsector == NULL)
@ -2031,13 +2018,13 @@ static void R_RenderBoundWallSprite (AActor *actor, drawseg_t *clipper, int pass
dc_colormap = basecolormap + fixedlightlev;
else if (fixedcolormap)
dc_colormap = fixedcolormap;
else if (!foggy && (actor->renderflags & RF_FULLBRIGHT))
else if (!foggy && (decal->RenderFlags & RF_FULLBRIGHT))
dc_colormap = basecolormap;
else
calclighting = true;
// Draw it
if (actor->renderflags & RF_YFLIP)
if (decal->RenderFlags & RF_YFLIP)
{
sprflipvert = true;
yscale = -yscale;
@ -2055,7 +2042,7 @@ static void R_RenderBoundWallSprite (AActor *actor, drawseg_t *clipper, int pass
dc_x = x1;
ESPSResult mode;
mode = R_SetPatchStyle (actor->RenderStyle, actor->alpha, actor->Translation, actor->alphacolor);
mode = R_SetPatchStyle (decal->RenderStyle, decal->Alpha, decal->Translation, decal->AlphaColor);
if (mode == DontDraw)
{
@ -2130,23 +2117,6 @@ static void R_RenderBoundWallSprite (AActor *actor, drawseg_t *clipper, int pass
static void WallSpriteColumn (void (*drawfunc)(const BYTE *column, const FTexture::Span *spans))
{
unsigned int texturecolumn = lwall[dc_x] >> FRACBITS;
#if 0
if (texturecolumn >= (unsigned)WallSpriteTile->GetWidth())
{
I_FatalError ("WallSpriteColumn tried to draw part of a decal that didn't exist.\n"
"Please report all of the following information, because\n"
"I want to get this fixed, yet I just can't get it happen to me:\n\n"
"%d->%d/%d"
" %s %04x %d\n"
"%d %d %d\n"
"%d %d %d %u\n",
dc_x, texturecolumn, TileCache[WallSpriteTile]->width,
WallSpriteTile->Name, DecalActorForDebug->renderflags, DecalActorForDebug->RenderStyle,
DecalActorForDebug->x, DecalActorForDebug->y, DecalActorForDebug->z,
viewx, viewy, viewz, viewangle);
texturecolumn = TileCache[WallSpriteTile]->width-1;
}
#endif
dc_iscale = MulScale16 (swall[dc_x], rw_offset);
spryscale = SafeDivScale32 (1, dc_iscale);
if (sprflipvert)