Merge branch 'master' into texture_rework

This commit is contained in:
Christoph Oelckers 2020-04-19 18:07:16 +02:00
commit 0eb68177ca
13 changed files with 41 additions and 23 deletions

View file

@ -390,7 +390,9 @@ bool SetTextureParms(F2DDrawer * drawer, DrawParms *parms, FGameTexture *img, do
double srcwidth = img->GetDisplayWidth();
double srcheight = img->GetDisplayHeight();
int autoaspect = parms->fsscalemode;
aspect = autoaspect == 0 || (srcwidth == 320 && srcheight == 200) || (srcwidth == 640 && srcheight == 400)? 1.333 : srcwidth / srcheight;
if (srcheight == 200) aspect = srcwidth / 240.;
else if (srcheight == 400) aspect = srcwidth / 480;
else aspect = srcwidth / srcheight;
parms->x = parms->y = 0;
parms->keepratio = true;
auto screenratio = ActiveRatio(GetWidth(), GetHeight());

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@ -720,6 +720,7 @@ void C_SetDefaultKeys(const char* baseconfig)
ReadBindings(lump, true);
}
lastlump = 0;
while ((lump = fileSystem.FindLump("DEFBINDS", &lastlump)) != -1)
{
ReadBindings(lump, false);

View file

@ -73,7 +73,7 @@ static inline bool IsSeperator (int c)
if (c == '/')
return true;
#ifdef _WIN32
if (c == '\\' || c == ':')
if (c == '\\')
return true;
#endif
return false;

View file

@ -263,6 +263,8 @@ void FIWadManager::ParseIWadInfo(const char *fn, const char *data, int datasize,
// Look for IWAD definition lump
//
//==========================================================================
extern const char* iwad_folders[13];
extern const char* iwad_reserved[12];
FIWadManager::FIWadManager(const char *firstfn, const char *optfn)
{
@ -281,10 +283,6 @@ FIWadManager::FIWadManager(const char *firstfn, const char *optfn)
ParseIWadInfo("IWADINFO", (const char*)data.Data(), data.Size());
}
}
if (mIWadNames.Size() == 0 || mIWadInfos.Size() == 0)
{
I_FatalError("No IWAD definitions found");
}
}
@ -352,7 +350,13 @@ int FIWadManager::CheckIWADInfo(const char* fn)
{
FileSystem check;
check.InitSingleFile(fn, true);
LumpFilterInfo lfi;
for (auto p : iwad_folders) lfi.reservedFolders.Push(p);
for (auto p : iwad_reserved) lfi.requiredPrefixes.Push(p);
TArray<FString> filenames;
filenames.Push(fn);
check.InitMultipleFiles(filenames, true, &lfi);
if (check.GetNumEntries() > 0)
{
int num = check.CheckNumForName("IWADINFO");

View file

@ -184,6 +184,9 @@ extern bool M_DemoNoPlay; // [RH] if true, then skip any demos in the loop
extern bool insave;
extern TDeletingArray<FLightDefaults *> LightDefaults;
const char* iwad_folders[13] = { "flats/", "textures/", "hires/", "sprites/", "voxels/", "colormaps/", "acs/", "maps/", "voices/", "patches/", "graphics/", "sounds/", "music/" };
const char* iwad_reserved[12] = { "mapinfo", "zmapinfo", "gameinfo", "sndinfo", "sbarinfo", "menudef", "gldefs", "animdefs", "decorate", "zscript", "iwadinfo" "maps/" };
CUSTOM_CVAR(Float, i_timescale, 1.0f, CVAR_NOINITCALL)
{
@ -1847,8 +1850,12 @@ static FString CheckGameInfo(TArray<FString> & pwads)
{
FileSystem check;
LumpFilterInfo lfi;
for (auto p : iwad_folders) lfi.reservedFolders.Push(p);
for (auto p : iwad_reserved) lfi.requiredPrefixes.Push(p);
// Open the entire list as a temporary file system and look for a GAMEINFO lump. The last one will automatically win.
check.InitMultipleFiles(pwads, true);
check.InitMultipleFiles(pwads, true, &lfi);
if (check.GetNumEntries() > 0)
{
int num = check.CheckNumForName("GAMEINFO");
@ -2957,11 +2964,8 @@ static int D_DoomMain_Internal (void)
}
lfi.gameTypeFilter.Push(FStringf("game-%s", GameTypeName()));
static const char* folders[] = { "flats/", "textures/", "hires/", "sprites/", "voxels/", "colormaps/", "acs/", "maps/", "voices/", "patches/", "graphics/", "sounds/", "music/" };
for (auto p : folders) lfi.reservedFolders.Push(p);
static const char* reserved[] = { "mapinfo", "zmapinfo", "gameinfo", "sndinfo", "sbarinfo", "menudef", "gldefs", "animdefs", "decorate", "zscript", "maps/" };
for (auto p : reserved) lfi.requiredPrefixes.Push(p);
for (auto p : iwad_folders) lfi.reservedFolders.Push(p);
for (auto p : iwad_reserved) lfi.requiredPrefixes.Push(p);
lfi.postprocessFunc = [&]()
{

View file

@ -943,7 +943,8 @@ int MapLoader::Set3DFloor(line_t * line, int param, int param2, int alpha)
// if flooding is used the floor must be non-solid and is automatically made shootthrough and seethrough
if ((param2 & 128) && !(flags & FF_SOLID)) flags |= FF_FLOOD | FF_SEETHROUGH | FF_SHOOTTHROUGH;
if (param2 & 512) flags |= FF_FADEWALLS;
if (param2&1024) flags |= FF_RESET;
if (param2 & 1024) flags |= FF_RESET;
if (param2 & 2048) flags |= FF_NODAMAGE;
FTextureID tex = line->sidedef[0]->GetTexture(side_t::top);
if (!tex.Exists() && alpha < 255)
{
@ -970,7 +971,7 @@ int MapLoader::Set3DFloor(line_t * line, int param, int param2, int alpha)
void MapLoader::Spawn3DFloors ()
{
static int flagvals[] = {512, 2+512, 512+1024};
static int flagvals[] = {512+2048, 2+512+2048, 512+1024+2048};
for (auto &line : Level->lines)
{

View file

@ -504,7 +504,6 @@ unsigned FSavegameManager::ExtractSaveData(int index)
{
delete SavePic;
SavePic = nullptr;
SavePicData.Clear();
}
}
}
@ -536,7 +535,6 @@ void FSavegameManager::UnloadSaveData()
SaveCommentString = "";
SavePic = nullptr;
SavePicData.Clear();
}
DEFINE_ACTION_FUNCTION(FSavegameManager, UnloadSaveData)

View file

@ -72,7 +72,6 @@ private:
FSaveGameNode NewSaveNode;
int LastSaved = -1;
int LastAccessed = -1;
TArray<char> SavePicData;
FGameTexture *SavePic = nullptr;
public:

View file

@ -217,10 +217,11 @@ void P_PlayerOnSpecial3DFloor(player_t* player)
// Player must be on top of the floor to be affected...
if(player->mo->Z() != rover->top.plane->ZatPoint(player->mo)) continue;
}
else
else
{
//Water and DEATH FOG!!! heh
if (player->mo->Z() > rover->top.plane->ZatPoint(player->mo) ||
if ((rover->flags & FF_NODAMAGE) ||
player->mo->Z() > rover->top.plane->ZatPoint(player->mo) ||
player->mo->Top() < rover->bottom.plane->ZatPoint(player->mo))
continue;
}

View file

@ -23,7 +23,7 @@ typedef enum
FF_UPPERTEXTURE = 0x20000,
FF_LOWERTEXTURE = 0x40000,
FF_THINFLOOR = 0x80000, // EDGE
FF_SCROLLY = 0x100000, // EDGE - not yet implemented!!!
FF_NODAMAGE = 0x100000, // no damage transfers
FF_FIX = 0x200000, // use floor of model sector as floor and floor of real sector as ceiling
FF_INVERTSECTOR = 0x400000, // swap meaning of sector planes
FF_DYNAMIC = 0x800000, // created by partitioning another 3D-floor due to overlap

View file

@ -3911,6 +3911,13 @@ int P_FindLineSpecial (const char *string, int *min_args, int *max_args)
max = mid - 1;
}
}
// Alias for ZScript. Check here to have universal support everywhere.
if (!stricmp(string, "TeleportSpecial"))
{
if (min_args != NULL) *min_args = 1;
if (max_args != NULL) *max_args = 3;
return Teleport;
}
return 0;
}

View file

@ -1251,7 +1251,7 @@ void HWSprite::ProcessParticle (HWDrawInfo *di, particle_t *particle, sector_t *
z1=z-scalefac;
z2=z+scalefac;
depth = FloatToFixed((x - vp.Pos.X) * vp.TanCos + (y - vp.Pos.Y) * vp.TanSin);
depth = (float)((x - vp.Pos.X) * vp.TanCos + (y - vp.Pos.Y) * vp.TanSin);
actor=nullptr;
this->particle=particle;

View file

@ -234,7 +234,8 @@ struct F3DFloor native play
FF_UPPERTEXTURE = 0x20000,
FF_LOWERTEXTURE = 0x40000,
FF_THINFLOOR = 0x80000, // EDGE
FF_SCROLLY = 0x100000, // EDGE - not yet implemented!!!
FF_SCROLLY = 0x100000, // old leftover definition
FF_NODAMAGE = 0x100000, // no damage transfers
FF_FIX = 0x200000, // use floor of model sector as floor and floor of real sector as ceiling
FF_INVERTSECTOR = 0x400000, // swap meaning of sector planes
FF_DYNAMIC = 0x800000, // created by partitioning another 3D-floor due to overlap