Commit graph

430 commits

Author SHA1 Message Date
Christoph Oelckers
5ec47d8b4f - removed some leftover data in sector_t. 2018-05-19 08:25:26 +02:00
Christoph Oelckers
9bdb0f2e49 - renamed the flag bits for sector_t::MoreFlags, so that they are easier to distinguish from sector_t::Flags.
- precalculate if a sector's floor and ceiling plane overlap. This avoids rechecking this for each single call of hw_FakeFlat.
- vertices must be marked dirty every time they change after map setup. That means that ChangePlaneTexZ must do this as well, because it cannot rely on interpolation taking care of it.
- Having a 'dirty' argument for SetPlaneTexZ's ZScript version makes no sense. If the value changes from the script side the vertices must always be marked to be recalculated.
2018-05-01 11:29:29 +02:00
Christoph Oelckers
f49c6cbde2 - use sector_t::GetHeightSec consistently and optimize it.
This was all over the place, with half of it using the function and half doing incomplete checks on the underlying variables.
Also did some optimization on the IGNOREHEIGHTSEC flag: Putting it on the destination sector instead of the model sector makes the check even simpler and allows to precalculate the effect of 3D floors on the heightsec, which previously had to be run on every call and made the function too complex for inlining.
2018-05-01 09:47:09 +02:00
Christoph Oelckers
7aea010892 - added a sector index to the subsector struct.
This will be used to process dynamic lights for flats in the processing pass, allowing to remove the lights-only pass entirely.
2018-04-30 23:48:16 +02:00
Christoph Oelckers
52c5328412 - made the glow getter functions members of sector_t. 2018-04-02 13:36:28 +02:00
Christoph Oelckers
248a29bf06 - resorted portal render data.
Compiles but does not work...
2018-04-01 22:26:57 +02:00
Christoph Oelckers
65e7b6dfaa - moved the code in gl_data.cpp to better fitting places
* the MAPINFO options now get handled in g_mapinfo.cpp and g_level.cpp, just like the rest of them as members of level_info_t and FLevelLocals.
* RecalcVertexHeights has been made a member of vertex_t and been moved to p_sectors.cpp.
* the dumpgeometry CCMD has been moved to p_setup.cpp
2018-04-01 18:45:27 +02:00
alexey.lysiuk
f629678320 Fixed const correctness for secplane structure
https://forum.zdoom.org/viewtopic.php?t=59151
2018-01-18 15:34:56 +02:00
alexey.lysiuk
a670e79b8a Applied texture offsets and scales on animated doors
https://forum.zdoom.org/viewtopic.php?t=58892
2017-12-29 11:47:30 +02:00
Magnus Norddahl
bf4d7234e1 - Increase MAXWIDTH and MAXHEIGHT defines to support supersampled 5K monitors 2017-07-23 22:04:00 +02:00
Christoph Oelckers
96d328de9b - removed all Doom Source license and all default Raven copyright headers and replaced them with GPLv3. Also fixed the license in a few other files.
For some files that had the Doom Source license attached but saw heavy external contributions over the years I added a special note to license all original ZDoom code under BSD.
2017-04-17 13:33:19 +02:00
Christoph Oelckers
b416322032 - converted FInterBackground into a class so that the scripts can use it.
- fixed some issues with default value matching in savegames.
2017-03-18 13:25:22 +01:00
Christoph Oelckers
fea4079b7c - moved nodes into FLevelLocals. 2017-03-17 01:42:37 +01:00
Christoph Oelckers
f818d25542 - last commit deleted a small piece of code. 2017-03-17 00:31:15 +01:00
Christoph Oelckers
f201dab534 - moved the subsectors into FLevelLocals. 2017-03-17 00:22:52 +01:00
Christoph Oelckers
59b684bdbc - moved the segs array into FLevelLocals. 2017-03-16 21:34:04 +01:00
Christoph Oelckers
2b2c986bd0 - cleanup of GL renderer interface and improper header use in software renderer. 2017-03-16 21:34:03 +01:00
Christoph Oelckers
005e6871f9 - increased the snd_channels default and minimum.
The values were still 8 and 32 respectively which applied to hardware from last decade, but for modern mods these are simply too low. New values are 64 as minimum and 128 as default.

- added script access to a sector's colormap and specialcolors fields. (Writing only through dedicated functions because these fields are render state which may need to trigger some form of refresh if the renderer changes.)
2017-03-16 10:38:56 +01:00
Christoph Oelckers
9a24771a7d - refactored FDynamicColormap out of sector_t.
This has increasingly become an obstacle with the hardware renderer, so now the values are being stored as plain data in the sector, with the software renderer getting the actual color tables when needed. While this is a bit slower than storing the pregenerated colormap, in realistic situations the added time is mostly negligible in the microseconds range.
2017-03-15 22:04:59 +01:00
Christoph Oelckers
44a087554f - moved the OpenGL fog properties to FLevelLocals to simplify their handling.
- added access to the glow properties for ZSCript and ACS.
2017-03-14 13:54:24 +01:00
Christoph Oelckers
96fa38bdc6 - make GCC happy. 2017-03-10 02:29:03 +01:00
Christoph Oelckers
bd7476fb8d - untangled r_defs.h from actor.h
Both files can now be included independently without causing problems.
This also required moving some inline functions into separate files and splitting off the GC definitions from dobject.h to ensure that r_defs does not need to pull in any part of the object hierarchy.
2017-03-10 02:22:42 +01:00
Christoph Oelckers
cc1241a4b8 Merge branch 'make-qzdoom-gzdoom-again' of https://github.com/raa-eruanna/qzdoom into 3.0_work
# Conflicts:
#	src/win32/win32gliface.h
#	src/win32/win32iface.h

This compiles but no guarantees otherwise.
2017-03-09 19:09:13 +01:00
Christoph Oelckers
8bd9c5a983 - moved some ACS enums from p_acs.h to p_acs.cpp.
There is really no point including this in multiple files if only one of them actually uses these constants.
2017-03-09 09:49:07 +01:00
Rachael Alexanderson
cc9a2e5121 Merge https://github.com/coelckers/gzdoom 2017-03-08 21:25:24 -05:00
Christoph Oelckers
ad41b23506 - replaced the homegrown integer types in all p* sources and headers. 2017-03-08 18:55:52 +01:00
Christoph Oelckers
b8f7e305db - changed TObjPtr to take a pointer as its template argument and not the class it points to.
This addresses the main issue with TObjPtr, namely that using it required pulling in the entire class hierarchy in basic headers like r_defs which polluted nearly every single source file in the project.
2017-03-08 13:35:21 +01:00
Rachael Alexanderson
527a172fcd Merge https://github.com/coelckers/gzdoom 2017-03-07 22:03:56 -05:00
Christoph Oelckers
7a0c466b24 - fixed: For reflective floors, closed doors need to be considered an outer boundary, even if the floor below the door is reflective itself. 2017-03-07 18:59:48 +01:00
Rachael Alexanderson
2a847ca570 Merge https://github.com/coelckers/gzdoom 2017-02-27 01:06:00 -05:00
Christoph Oelckers
8cac2d8c84 - added a NOATTACK sector flag which prevents monsters from going to their attack states if present. 2017-02-26 20:27:02 +01:00
Rachael Alexanderson
226e5238fc Merge https://github.com/coelckers/gzdoom 2017-02-01 21:57:37 -05:00
Christoph Oelckers
6d28aa3541 - do not use strtol for parsing critical values that can get large.
This function will truncate everything that is larger than LONG_MAX or smaller than LONG_MIN to fit into a long variable, but longs are 32 bit on Windows and 64 bit elsewhere, so to ensure consistency and the ability to parse larger values better use strtoll which does not truncate 32 bit values.
2017-02-01 11:19:55 +01:00
Rachael Alexanderson
0c101102dc Merge https://github.com/coelckers/gzdoom
# Conflicts:
#	src/r_bsp.cpp
#	src/r_main.cpp
#	src/r_segs.cpp
#	src/r_things.cpp
#	wadsrc/static/language.enu
#	wadsrc/static/menudef.txt
2017-01-28 17:39:55 -05:00
Christoph Oelckers
95afc97d48 - ok, that color_absolute option was pretty much redundant, considering that it is already possible to explicitly set a fog density per sector - it was only necessary to give that priority over standard depth fade calculations for fog-less sectors. 2017-01-28 21:42:58 +01:00
Christoph Oelckers
dbbd797baa - added the needed properties for Doom64 colors and a little FraggleScript hack to test it with existing maps. 2017-01-28 19:05:39 +01:00
Rachael Alexanderson
e52772745b Merge https://github.com/coelckers/gzdoom 2017-01-19 23:07:14 -05:00
Christoph Oelckers
c880b26d98 - scriptified MorphProjectile and CustomSprite.
This should for now conclude actor class scriptification. The remaining ten classes with the exception of MorphedMonster are all too essential or too closely tied to engine feature so they should remain native.
2017-01-20 01:11:36 +01:00
Magnus Norddahl
2848ca53dc Merge remote-tracking branch 'gzdoom/master' into qzdoom
# Conflicts:
#	src/r_things.cpp
#	src/r_things.h
2017-01-16 23:05:34 +01:00
Christoph Oelckers
d3ab691afb - scriptified APowerInvisibility.
- changed AlterWeaponSprite so that it doesn't expose renderer internals to the script code.
2017-01-16 20:34:12 +01:00
Magnus Norddahl
6c76c8534b Change visstyle_t back to how it was in ZDoom and stop using it internally in the swrenderer 2017-01-16 16:23:02 +01:00
Magnus Norddahl
1c3440e391 Merge remote-tracking branch 'gzdoom/master' into qzdoom
# Conflicts:
#	src/r_plane.cpp
#	src/r_plane.h
2017-01-16 06:03:21 +01:00
Christoph Oelckers
a9ef73528d - removed all skybox class types from code in preparation for exporting these classes.
- moved SectorPortal struct to FLevelLocals and exported it.
2017-01-14 16:05:40 +01:00
Rachael Alexanderson
2583c94444 Merge https://github.com/coelckers/gzdoom 2017-01-13 09:15:22 -05:00
Christoph Oelckers
d338ca3ec1 - scriptified the sector actions. 2017-01-13 13:51:47 +01:00
Magnus Norddahl
1d941c9839 Merge remote-tracking branch 'gzdoom/master' into qzdoom
# Conflicts:
#	src/r_plane.cpp
#	src/win32/zdoom.rc
2017-01-13 13:21:10 +01:00
Christoph Oelckers
76870beb2e - fixed the final bit of sector actions.
The IsActivatedByUse implementation was essentially useless because the value was not serialized so it got lost as soon as the game was reloaded from a savegame.
With the refactoring this is no longer an issue but the access function needed to be changed over to read the info from 'health'.
2017-01-13 01:44:17 +01:00
Christoph Oelckers
1400f401e7 - fixed use of multiple sector actions in the same sector.
The entire setup was quite broken with each item using its own activation result and the ones of the subsequent items in the list as the return value.
This rendered the STANDSTILL check in the main function totally unpredictable because the value it depended on could come from any item in the list.
Changed it so that the main dispatcher function is part of sector_t and does the stepping through the list iteratively instead of letting each item recursively call its successor and let this function decide for each item alone whether it should be removed.
The broken setup also had the effect that any MusicChanger would trigger all following SecActEnter specials right on msp start.
2017-01-13 01:34:43 +01:00
Christoph Oelckers
cf39af0642 - consolidated the sector action classes.
This can be done with a lot less overhead by using one of the object's properties to store the activation flag, so that all the nearly redundant trigger methods can be folded into one.
2017-01-13 01:06:37 +01:00
Christoph Oelckers
7b7623d2c4 - split DObject::Destroy into the main method, a native OnDestroy and a scripted OnDestroy method and made the main method non-virtual
This was done to ensure it can be properly overridden in scripts without causing problems when called during engine shutdown for the type and symbol objects the VM needs to work and to have the scripted version always run first.
Since the scripted OnDestroy method never calls the native version - the native one is run after the scripted one - this can be simply skipped over during shutdown.
2017-01-12 22:49:18 +01:00