Commit graph

64 commits

Author SHA1 Message Date
MascaraSnake
4f26a8e73a Move MAXFLATSIZE define to p_spec.h so p_spec.c doesn't have to redefine it 2020-01-01 16:01:07 +01:00
MascaraSnake
e9376a8353 Cleaned up some more stuff in P_LoadLevel() 2019-12-28 12:48:32 +01:00
Steel Titanium
d415cd5c6d
Update copyright date on source files 2019-12-06 13:49:42 -05:00
mazmazz
075f28b7c8 WIP 20190101 merge
d_netcmd.c
filesrch.c
m_menu.c
p_setup.c
p_spec.c
r_data.c
r_main.c
r_things.c
w_wad.c
w_wad.h
2019-01-02 01:09:15 -05:00
mazmazz
ea7162a76a Update source copyrights to 2018 2018-11-25 07:35:38 -05:00
mazmazz
81ad8f0681 Merge branch 'master' into le-fadefof 2018-09-18 17:11:33 -04:00
mazmazz
c45d523e8f 420: Don't interrupt existing light fade on duration timing except EFFECT5
(cherry picked from commit 3b957c32517a8f5148940c0067af7e88a51d1fee)
2018-09-18 11:08:33 -04:00
Digiku
a036c42973 Merge branch 'colormap-overhaul-fade' into 'master'
Linedef Exec 455 Fade Colormap, 456 Stop Fading Colormap

See merge request STJr/SRB2Internal!191
2018-09-18 11:06:09 -04:00
mazmazz
3cdd904fbc Merge branch 'colormap-overhaul-fade' into le-fadefof 2018-09-18 11:05:30 -04:00
mazmazz
7c8fa151c4 Merge branch 'lightfade-ticbased' into le-fadefof 2018-09-16 08:20:57 -04:00
Nev3r
350cd1435b The thinker is entirely unified now, and there is no difference in the light levels between the "old" behavior and this one now. 2018-09-15 12:21:25 +02:00
mazmazz
ab4a825385 420: Combine speed and duration logic for fade lighting 2018-09-15 19:01:21 -04:00
mazmazz
5aa66f8872 455: Add speed increment timing (~EFFECT4) to FadeColormap 2018-09-13 10:43:32 -04:00
mazmazz
9fb9b44383 Fade FOF colormap support 2018-09-12 16:59:35 -04:00
mazmazz
14b71bdbc5 Fade colormap special 455! And stop fade colormap 456
* Added T_FadeColormap thinker and netsync
* Added sector_t fadecolormapdata property
2018-09-12 09:06:38 -04:00
mazmazz
9a52816cb4 Use percentage calc instead of interval decrement for tic-based fading 2018-09-11 10:28:24 -04:00
mazmazz
c468451a63 Merge branch 'lightfade-ticbased' into le-fadefof 2018-09-11 10:08:13 -04:00
mazmazz
36923ae7b0 Use percentage calc instead of interval decrement for tic-based timing 2018-09-11 10:05:25 -04:00
mazmazz
5136293f62 Store sectornum/ffloornum as UINT32, not INT32 2018-09-09 23:52:36 -04:00
mazmazz
0202bbcfd3 Replace firsttic with timer increment 2018-09-09 20:45:12 -04:00
mazmazz
703764d769 Merge branch 'lightfade-ticbased' into le-fadefof 2018-09-09 20:18:57 -04:00
mazmazz
3d5f225702 Replace firsttic with decrement timer 2018-09-09 20:18:43 -04:00
mazmazz
c3c4a251f1 Added tic-based logic to FOF fade (ML_EFFECT5) 2018-09-09 19:31:32 -04:00
mazmazz
80a4a03f8e Finalize light level on fade finish (not forced stop)
* Added destlightlevel property to fade_t
* Fixed dotranslucent, dolighting, docollision order weirdness in function calls
2018-09-09 17:20:35 -04:00
mazmazz
ca58fba24a Merge branch 'lightfade-ticbased' into le-fadefof 2018-09-09 13:44:30 -04:00
mazmazz
aeb45132c5 Revert "Snap light level to software values (32 levels)"
This reverts commit cc26d03c93.
2018-09-09 13:43:00 -04:00
mazmazz
0049f904c0 Add light fading to FadeFakeFloor
* Declare P_RemoveLighting in header for p_spec.c use
2018-09-08 23:44:29 -04:00
mazmazz
4ca38dc8a1 Merge branch 'lightfade-ticbased' into le-fadefof 2018-09-08 23:03:18 -04:00
mazmazz
cc26d03c93 Snap light level to software values (32 levels)
* New properties `exactlightlevel` and `lightlevel` in `lightlevel_t`
2018-09-08 23:01:35 -04:00
mazmazz
68e67917f1 Split P_FadeLight into P_FadeLightBySector 2018-09-08 22:14:49 -04:00
mazmazz
1e1b01c157 Implemented tic-based light fading
* ML_BLOCKMONSTERS specifies destvalue and speed by texture offsets
* ML_NOCLIMB toggles tic-based logic
* Added props `duration`, `interval`, and `firsttic` to `lightlevel_t`
2018-09-08 22:10:51 -04:00
mazmazz
069cc480c1 Add dolighting flag to FadeFakeFloor thinker 2018-09-08 20:41:45 -04:00
mazmazz
4147773d0c Merge branch 'master' into le-fadefof 2018-09-06 18:12:24 -04:00
mazmazz
d94608fa10 Add alpha clamping so OpenGL conforms to Software's translucent levels 2018-08-17 17:07:07 -04:00
mazmazz
45ae6efbad Refactor function and variable names; change defaults for fake floor fader line flags 2018-08-17 15:25:25 -04:00
mazmazz
677f19ede6 Move fading thinker to ffloor_t.fadingdata 2018-08-17 02:28:52 -04:00
mazmazz
931297e2d7 Rename dofadeinonly to doghostfade
* Ghost fading: when transitioning to/from alpha=0, don't set solid/tangibility until fade is finished
2018-08-16 22:27:26 -04:00
mazmazz
3f312ce114 Make Bonus Time Start executor into a general Egg Capsule Touch executor
* Entrance/exit flags
* Enough/not-enough-rings flags (with "doesn't matter" line option)
2018-08-14 12:00:37 -04:00
mazmazz
62a6fe845d Add ML_BOUNCY flag to Bonus Time executor to execute BEFORE the capsule is destroyed and player has enough spheres 2018-08-14 10:48:50 -04:00
mazmazz
bd6276a39e Allow immediate alpha setting when speed = 0; refactoring
* Separate fade logic into P_FindFakeFloorsDoAlpha, P_DoFakeFloorAlpha
* Change INT32 destvalue and speed to INT16
2018-04-07 07:09:04 -04:00
mazmazz
afa0aae131 Refactor flag handling toggles 2018-04-06 23:14:48 -04:00
mazmazz
9dc90f2df8 Implement logic branching for NiGHTS LE triggers and add Bonus Time trigger 2018-04-01 08:23:59 -04:00
mazmazz
3d72c105df Initial checkpoint for NiGHTS LE triggers 2018-03-31 10:11:27 -04:00
mazmazz
c13f561b50 Fix fade_t handleflags to UINT32 2018-03-31 00:02:37 -04:00
mazmazz
d449aae76d Add predefined behaviors for fading FOF flags
* ML_BLOCKMONSTERS: Handle FF_EXISTS
* ML_NOCLIMB: Handle FF_SOLID
* ML_EFFECT1: Don't handle FF_TRANSLUCENT
2018-03-30 22:43:13 -04:00
Marco Z
44b25be69a fade_t fields 2018-03-30 16:19:19 -04:00
Marco Z
0fedd2e566 Define fader thinker names 2018-03-30 15:33:03 -04:00
Monster Iestyn
9238b2d50f Merge branch 'level-specials-setup-stuff' into 'master'
Level specials setup stuff

Some changes to level setup, largely inconsequential for gameplay but maybe helpful for Lua scripting:

* gravity, weather, and some other internal variables are set to their defaults before loading things, so their values from a previous level don't affect mobj spawning potentially
* Tag lists are also initialised before loading things, so that tag-based search functions (such as P_FindSpecialLineFromTag) can be used internally for the maces and particle generator. This should probably extend to Lua as well
* the level header "forcecharacter" no longer recognises "255" as "None" anymore. This is because it no longer takes skin numbers (as of whenever that change was added... version 2.0?), and level headers are auto-cleared when edited anyway.

See merge request !88
2017-05-08 15:15:50 -04:00
Monster Iestyn
bdb3c2ea0e extrainfo now determines "skybox ID", a number between 0 and 16 to identify the viewpoint or centerpoint
also I made that change skybox linedef exec special I guess (linedef type 448)
2017-04-26 18:16:01 +01:00
Monster Iestyn
4e96f624e7 Split off part of P_SpawnSpecials into a new function called P_InitSpecials
This allows tag lists, gravity, weather, and the "CheckFor" vars to be initialised before running P_LoadThings or P_ResetDynamicSlopes, in case they could affect mobj spawning or cause a netgame desync somehow by carrying over the previous level's values
2017-04-24 20:33:39 +01:00