- I finally managed to test the translucency options for composite texture

definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
  DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.


SVN r974 (trunk)
This commit is contained in:
Christoph Oelckers 2008-05-15 17:16:32 +00:00
parent 5a066788b5
commit 4de3741a05
8 changed files with 130 additions and 25 deletions

View File

@ -1,3 +1,11 @@
May 15, 2008 (Changes by Graf Zahl)
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
May 14, 2008
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.

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@ -3330,3 +3330,16 @@ int FSkillInfo::GetTextColor() const
}
return color;
}
CCMD(listmaps)
{
for(unsigned i = 0; i < wadlevelinfos.Size(); i++)
{
level_info_t *info = &wadlevelinfos[i];
if (P_CheckMapData(info->mapname))
{
Printf("%s: '%s'\n", info->mapname, G_MaybeLookupLevelName(info));
}
}
}

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@ -16,6 +16,7 @@
#include "r_sky.h"
#include "r_main.h"
#include "r_defs.h"
#include "p_setup.h"
// MACROS ------------------------------------------------------------------
@ -141,6 +142,39 @@ static void Decrypt (void *to, const void *from, int len, int key);
// CODE --------------------------------------------------------------------
bool P_IsBuildMap(MapData *map)
{
DWORD len = map->Size(ML_LABEL);
if (len < 4) return false;
BYTE *data = new BYTE[len];
map->Seek(ML_LABEL);
map->Read(ML_LABEL, data);
// Check for a Blood map.
if (*(DWORD *)data == MAKE_ID('B','L','M','\x1a'))
{
delete[] data;
return true;
}
numsectors = LittleShort(*(WORD *)(data + 20));
int numwalls;
if (len < 26 + numsectors*sizeof(sectortype) ||
(numwalls = LittleShort(*(WORD *)(data + 22 + numsectors*sizeof(sectortype))),
len < 24 + numsectors*sizeof(sectortype) + numwalls*sizeof(walltype)) ||
LittleLong(*(DWORD *)data) != 7 ||
LittleShort(*(WORD *)(data + 16)) >= 2048)
{ // Can't possibly be a version 7 BUILD map
delete[] data;
return false;
}
delete[] data;
return true;
}
//==========================================================================
//
// P_LoadBuildMap

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@ -83,6 +83,7 @@ CVAR (Bool, showloadtimes, false, 0);
static void P_InitTagLists ();
static void P_Shutdown ();
bool P_IsBuildMap(MapData *map);
//
@ -286,6 +287,13 @@ MapData *P_OpenMapData(const char * mapname)
{
// The following lump is from a different file so whatever this is,
// it is not a multi-lump Doom level so let's assume it is a Build map.
map->MapLumps[0].FilePos = Wads.GetLumpOffset(lump_name);
map->MapLumps[0].Size = Wads.LumpLength(lump_name);
if (!P_IsBuildMap(map))
{
delete map;
return NULL;
}
return map;
}
@ -301,6 +309,11 @@ MapData *P_OpenMapData(const char * mapname)
if (map->Encrypted)
{ // If it's encrypted, then it's a Blood file, presumably a map.
if (!P_IsBuildMap(map))
{
delete map;
return NULL;
}
return map;
}
@ -474,6 +487,11 @@ MapData *P_OpenMapData(const char * mapname)
{
// This is a Build map and not subject to WAD consistency checks.
map->MapLumps[0].Size = map->file->GetLength();
if (!P_IsBuildMap(map))
{
delete map;
return NULL;
}
}
return map;
}

View File

@ -63,12 +63,13 @@ struct MapData
}
}
void Read(unsigned int lumpindex, void * buffer)
void Read(unsigned int lumpindex, void * buffer, int size = -1)
{
if (lumpindex<countof(MapLumps))
{
if (size == -1) size = MapLumps[lumpindex].Size;
file->Seek(MapLumps[lumpindex].FilePos, SEEK_SET);
file->Read(buffer, MapLumps[lumpindex].Size);
file->Read(buffer, size);
}
}

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@ -357,24 +357,35 @@ void FMultiPatchTexture::MakeTexture ()
// a power of 2, in case somebody accidentally makes it repeat vertically.
int numpix = Width * Height + (1 << HeightBits) - Height;
BYTE blendwork[256];
static BYTE NullMap[256] = {0};
bool hasTranslucent = false;
Pixels = new BYTE[numpix];
memset (Pixels, 0, numpix);
if (!bTranslucentPatches)
{
// This is not going to be easy for paletted output. Using the
// real time mixing tables gives results that just look bad and
// downconverting a true color image also has its problems so the only
// real choice is to do normal compositing with any translucent patch
// just masking the affected pixels, then do a full true color composition
// and merge these pixels in.
for (int i = 0; i < NumParts; ++i)
{
BYTE *trans = Parts[i].Translation? Parts[i].Translation->Remap : NULL;
if (Parts[i].Blend != BLEND_NONE)
if (Parts[i].op != OP_COPY)
{
trans = NullMap;
hasTranslucent = true;
}
else if (Parts[i].Blend != BLEND_NONE)
{
trans = GetBlendMap(Parts[i].Blend, blendwork);
}
Parts[i].Texture->CopyToBlock (Pixels, Width, Height,
Parts[i].OriginX, Parts[i].OriginY, Parts[i].Rotate, trans);
}
}
else
if (hasTranslucent)
{
// In case there are translucent patches let's do the composition in
// True color to keep as much precision as possible before downconverting to the palette.
@ -384,10 +395,12 @@ void FMultiPatchTexture::MakeTexture ()
{
BYTE *in = buffer + Width * y * 4;
BYTE *out = Pixels + y;
for (int x = 0; x < Width; x--)
for (int x = 0; x < Width; x++)
{
if (*out == 0 && in[3] != 0)
{
// I don't know if this is precise enough...
*out = RGB32k[in[2]>>3][in[1]>>3][in[0]>>3];
}
out += Height;
in += 4;
}
@ -1015,7 +1028,7 @@ void FMultiPatchTexture::ParsePatch(FScanner &sc, TexPart & part)
}
else if (sc.Compare("style"))
{
static const char *styles[] = {"copy", "blend", "add", "subtract", "reversesubtract", "modulate", "copyalpha", NULL };
static const char *styles[] = {"copy", "translucent", "add", "subtract", "reversesubtract", "modulate", "copyalpha", NULL };
sc.MustGetString();
part.op = sc.MustMatchString(styles);
bComplex = (part.op != OP_COPY);

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@ -2124,27 +2124,46 @@ void A_ClearTarget(AActor * self)
//==========================================================================
//
// A_JumpIfTargetInLOS (state label, optional fixed fov)
// A_JumpIfTargetInLOS (state label, optional fixed fov, optional bool
// projectiletarget)
//
// Jumps if the actor can see its target, or if the player has a linetarget.
// ProjectileTarget affects how projectiles are treated. If set, it will use
// the target of the projectile for seekers, and ignore the target for
// normal projectiles. If not set, it will use the missile's owner instead
// (the default).
//
//==========================================================================
void A_JumpIfTargetInLOS(AActor * self)
{
FState * CallingState;
int index = CheckIndex(2, &CallingState);
int index = CheckIndex(3, &CallingState);
angle_t an;
angle_t fov = angle_t(EvalExpressionF (StateParameters[index+1], self) * FRACUNIT);
angle_t fov = angle_t(EvalExpressionF (StateParameters[index+1], self) * ANGLE_1);
INTBOOL projtarg = EvalExpressionI (StateParameters[index+2], self);
AActor *target;
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
if (!self->player)
{
if (self->flags & MF_MISSILE && projtarg)
{
if (self->flags2 & MF2_SEEKERMISSILE)
target = self->tracer;
else
target = NULL;
}
else
{
target = self->target;
}
if (!target) return; // [KS] Let's not call P_CheckSight unnecessarily in this case.
if (!P_CheckSight (self, target, 1))
return; // [KS] Cannot see target - return
return;
if (fov && (fov < ANGLE_MAX))
{
@ -2167,8 +2186,7 @@ void A_JumpIfTargetInLOS(AActor * self)
P_BulletSlope(self, &target);
}
// No target - return
if (target==NULL) return;
if (!target) return;
DoJump(self, CallingState, StateParameters[index]);
}

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@ -173,7 +173,7 @@ class Actor extends Thinker
action native A_DeQueueCorpse();
action native A_LookEx(optional eval int flags, optional eval float minseedist, optional eval float maxseedist, optional eval float maxheardist, optional eval float fov, optional state label);
action native A_ClearTarget();
action native A_JumpIfTargetInLOS (state label, optional eval float fov);
action native A_JumpIfTargetInLOS (state label, optional eval float fov, optional eval bool projectiletarget);
action native A_DamageMaster(eval int amount, optional name damagetype);
action native A_DamageChildren(eval int amount, optional name damagetype);
action native A_SelectWeapon(class<Weapon> whichweapon);