- sprite lightlevel cleanup and fixes.

* consolidated the getter functions on the game data side
* better handling of per-sprite lighting with fog
* allow negative values for additive per-sprite lighting.
* also fixed return type of UpdateWaterDepth.
This commit is contained in:
Christoph Oelckers 2022-06-01 08:35:02 +02:00
parent da30b6f6f0
commit 344c6348fd
12 changed files with 312 additions and 46 deletions

28
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Mainly a bugfix release addressing the following issues:
- Fixed: SBar_DrawTextureRotated was missing the angle parameter
- Compat patch for misplaced items in Hexen MAP08.
- fixed some imprecisions in font luminosity calculation. This was still going through the palette which could result in off-by-one errors.
- fixed palette initialization for single lump fonts (FON2 and BMF)
- push sprite shadows a little back for distance sorting
- avoid multiple Dehacked mappings to the same function to fix MBF21 lookup issues.
- disallow changing the line spacing for option menus.
- be a bit more aggressive with the GC when not running the game loop.
- fixed memory leak in DShape2DBufferInfo.
- allow "INDEXFON" as an alias for "INDEXFONT".
- fixed A_Punch having a short attack range (take 2).
- GLES: Fix texture MapBuffer and AllocateBuffer create client side memory.
- Fix "out of memory" errors when the vulkan backend is asked to create zero byte sized buffers
- resolved a VM abort upon morphing while the tome of power is active
- fixed particle processing in the main thinker loop. This may not be guarded by the dynamic light flags, only the light ticking may.
- fixed handling of states with the 'light' keyword.
- Fixed broken V_BreakLines.
- treat "materials" as a known folder name for eliminating root folders in Zips.
New Features:
- widescreen assets for all officially supported games. This version adds Hacx, Harmony and Chex Quest.
- Allow WorldUnloaded events to know the next map name (if any).
- Allow map markers to scale relative to automap zoom.
- Add cvars to control automap line alpha and thickness
- PreTravelled virtual for player and inventory.
- Allow customization of pause screen.
- ReadThisMenu / MenuDelegate overriding.

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N/A weapon_recoil Firing a weapon pushes the player back
---N/A (todo, lastenemy?) monsters_remember 1 Friendly monsters return to old target when losing current one
!LEVEL2_NOINFIGHTING monster_infighting 1 Monsters infight
LEVEL3_AVOIDMELEE monster_backing Ranged monsters will back away from close melee targets
COMPATF2_AVOID_HAZARDS monster_avoid_hazards 1 Monsters avoid hazards such as crushing ceilings
N/A monkeys Monsters can climb steep stairs
COMPATF_MBFMONSTERMOVE monster_friction 1 Monsters are affected by friction modifiers
help_friends Friendly monsters prefer targets of friends
player_helpers Number of dogs to spawn
friend_distance 128 Friendly monsters try to keep at least this distance apart
!LEVEL3_NOJUMPDOWN dog_jumping 1 Dogs can jump down from high ledges
N/A comp_telefrag Spawners only telefrag on Map 30
COMPATF_DROPOFF comp_dropoff 01 Discourage / prevent enemies from walking off ledges (?)
COMPATF_CORPSEGIBS,BCOMPATF_VILEGHOSTS comp_vile Archviles can create ghosts
COMPATF_LIMITPAIN comp_pain Pain elementals don't spawn lost souls if there are over 20
--- N/A (todo) comp_skull Lost souls can spawn past impassable lines
N/A comp_blazing Blazing doors have double sounds
COMPATF_NODOORLIGHT comp_doorlight Door lighting changes are abrupt
COMPATF_LIGHT,COMPATF_SHORTTEX (partial) comp_model Assorted physics quirks and bugs
N/A comp_god God mode is removed in sector 11 & ignored at 1000+ damage
N/A comp_falloff Don't pull monsters off ledges they are hanging off of
COMPATF2_FLOORMOVE comp_floors Assorted floor bugs
N/A comp_skymap Don't apply invulnerability palette to skies
---todo comp_pursuit 1 Monsters can infight immediately when alerted
N/A comp_doorstuck Monsters get stuck in door tracks
COMPATF2_STAYONLIFT comp_staylift Monsters don't prefer staying on lifts their target is on
N/A comp_zombie Dead players can activate things
COMPATF_STAIRINDEX comp_stairs Assorted stair bugs
N/A comp_infcheat ?
N/A comp_zerotags Allow tag zero actions
N/A comp_respawn Monsters not spawned at level start respawn at the origin
N/A comp_soul Buggy lost soul bouncing
COMPATF_CROSSDROPOFF comp_ledgeblock 10 Monsters are blocked by ledges (except when scrolling)
---todo comp_friendlyspawn 1 Spawned things inherit the friend attribute from the source

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//
// Copyright(C) 2020 by Ryan Krafnick
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// DESCRIPTION:
// DSDA Options Lump
//
#include "filesystem.h"
#include "g_mapinfo.h"
#include "doomdef.h"
#include "templates.h"
struct dsda_options
{
int monsters_remember = -1;
int monster_infighting = -1;
int monster_backing = -1;
int monster_avoid_hazards = -1;
int monster_friction = -1;
int help_friends = 0;
int player_helpers = 0;
int friend_distance = 128;
int dog_jumping = -1;
int comp_dropoff = -1;
int comp_vile = -1;
int comp_pain = -1;
int comp_doorlight = -1;
int comp_model = -1;
int comp_floors = -1;
int comp_pursuit = -1; // 1 for 'latest'
int comp_staylift = -1;
int comp_stairs = -1;
int comp_ledgeblock = -1;
int comp_friendlyspawn = -1;
};
struct dsda_option_t
{
const char* key;
int dsda_options::* value;
int min;
int max;
};
static dsda_option_t option_list[] = {
{ "monsters_remember", &dsda_options::monsters_remember, 0, 1 },
{ "monster_infighting", &dsda_options::monster_infighting, 0, 1 },
{ "monster_backing", &dsda_options::monster_backing, 0, 1 },
{ "monster_avoid_hazards", &dsda_options::monster_avoid_hazards, 0, 1 },
{ "monster_friction", &dsda_options::monster_friction, 0, 1 },
{ "help_friends", &dsda_options::help_friends, 0, 1 },
{ "player_helpers", &dsda_options::player_helpers, 0, 3 },
{ "friend_distance", &dsda_options::friend_distance, 0, 999 },
{ "dog_jumping", &dsda_options::dog_jumping, 0, 1 },
{ "comp_dropoff", &dsda_options::comp_dropoff, 0, 1 },
{ "comp_vile", &dsda_options::comp_vile, 0, 1 },
{ "comp_pain", &dsda_options::comp_pain, 0, 1 },
{ "comp_doorlight", &dsda_options::comp_doorlight, 0, 1 },
{ "comp_model", &dsda_options::comp_model, 0, 1 },
{ "comp_floors", &dsda_options::comp_floors, 0, 1 },
{ "comp_pursuit", &dsda_options::comp_pursuit, 0, 1 },
{ "comp_staylift", &dsda_options::comp_staylift, 0, 1 },
{ "comp_stairs", &dsda_options::comp_stairs, 0, 1 },
{ "comp_ledgeblock", &dsda_options::comp_ledgeblock, 0, 1 },
{ "comp_friendlyspawn", &dsda_options::comp_friendlyspawn, 0, 1 },
{ 0 }
};
enum { OPTIONS_LINE_LENGTH = 80 };
struct options_lump_t
{
const char* data;
int length;
};
static const char* dsda_ReadOption(char* buf, size_t size, options_lump_t* lump)
{
if (lump->length <= 0)
return nullptr;
while (size > 1 && *lump->data && lump->length)
{
size--;
lump->length--;
if ((*buf++ = *lump->data++) == '\n')
break;
}
*buf = '\0';
return lump->data;
}
static struct dsda_options dsda_LumpOptions(int lumpnum)
{
struct dsda_options mbf_options;
options_lump_t lump;
char buf[OPTIONS_LINE_LENGTH];
char key[OPTIONS_LINE_LENGTH];
char* scan;
int value, count;
dsda_option_t* option;
lump.length = fileSystem.FileLength(lumpnum);
auto data = fileSystem.ReadFile(lumpnum);
lump.data = (char*)data.GetMem();
while (dsda_ReadOption(buf, OPTIONS_LINE_LENGTH, &lump))
{
if (buf[0] == '#')
continue;
scan = buf;
count = sscanf(scan, "%79s %d", key, &value);
if (count != 2)
continue;
for (option = option_list; option->value; option++)
{
if (!strncmp(key, option->key, OPTIONS_LINE_LENGTH))
{
mbf_options.*option->value = clamp(option->min, option->max, value);
//lprintf(LO_INFO, "dsda_LumpOptions: %s = %d\n", key, value);
break;
}
}
}
return mbf_options;
}
void parseOptions()
{
int lumpnum = fileSystem.FindFile("OPTIONS");
if (lumpnum == -1)
return;
auto opt = dsda_LumpOptions(lumpnum);
auto setflag = [](auto& flag, auto mask, bool set)
{
if (set) flag |= mask;
else flag &= ~mask;
};
for (auto& lev : wadlevelinfos)
{
setflag(lev.flags2, LEVEL2_NOINFIGHTING, opt.monster_infighting);
setflag(lev.flags3, LEVEL3_AVOIDMELEE, opt.monster_backing);
setflag(lev.compatflags2, COMPATF2_AVOID_HAZARDS, opt.monster_avoid_hazards);
setflag(lev.compatmask2, COMPATF2_AVOID_HAZARDS, opt.monster_avoid_hazards);
setflag(lev.compatflags, COMPATF_MBFMONSTERMOVE, opt.monster_friction);
setflag(lev.compatmask, COMPATF_MBFMONSTERMOVE, opt.monster_friction);
setflag(lev.compatflags, COMPATF_DROPOFF, opt.comp_dropoff);
setflag(lev.compatmask, COMPATF_DROPOFF, opt.comp_dropoff);
setflag(lev.compatflags, COMPATF_DROPOFF, opt.comp_dropoff);
setflag(lev.compatmask, COMPATF_DROPOFF, opt.comp_dropoff);
setflag(lev.compatflags, COMPATF_CORPSEGIBS, opt.comp_vile);
setflag(lev.compatmask, COMPATF_CORPSEGIBS, opt.comp_vile);
setflag(lev.flags3, LEVEL3_VILEOPTION, opt.comp_vile);
setflag(lev.flags3, LEVEL3_NOJUMPDOWN, !opt.dog_jumping); // this one's rather pointless, but well...
setflag(lev.compatflags, COMPATF_LIMITPAIN, opt.comp_pain);
setflag(lev.compatmask, COMPATF_LIMITPAIN, opt.comp_pain);
setflag(lev.compatflags, COMPATF_NODOORLIGHT, opt.comp_doorlight);
setflag(lev.compatmask, COMPATF_NODOORLIGHT, opt.comp_doorlight);
setflag(lev.compatflags, COMPATF_LIGHT | COMPATF_SHORTTEX, opt.comp_model); // only the relevant parts of this catch-all option.
setflag(lev.compatmask, COMPATF_LIGHT | COMPATF_SHORTTEX, opt.comp_model);
setflag(lev.compatflags2, COMPATF2_FLOORMOVE, opt.comp_floors);
setflag(lev.compatmask2, COMPATF2_FLOORMOVE, opt.comp_floors);
setflag(lev.compatflags2, COMPATF2_STAYONLIFT, opt.comp_staylift);
setflag(lev.compatmask2, COMPATF2_STAYONLIFT, opt.comp_staylift);
setflag(lev.compatflags, COMPATF_STAIRINDEX, opt.comp_stairs);
setflag(lev.compatmask, COMPATF_STAIRINDEX, opt.comp_stairs);
setflag(lev.compatflags, COMPATF_CROSSDROPOFF, opt.comp_ledgeblock);
setflag(lev.compatmask, COMPATF_CROSSDROPOFF, opt.comp_ledgeblock);
/* later. these should be supported but are not implemented yet.
if (opt.monsters_remember == 0)
if (opt.comp_pursuit)
if (opt.comp_friendlyspawn == 0)
int help_friends = 0;
int player_helpers = 0;
int friend_distance = 128;
*/
}
}

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@ -37,6 +37,7 @@
#include "r_data/r_translate.h"
#include "texmanip.h"
#include "fcolormap.h"
#include "r_sky.h"
#include "p_terrain.h"
#include "hwrenderer/data/buffers.h"
@ -797,6 +798,7 @@ public:
int GetFloorLight() const;
int GetCeilingLight() const;
int GetSpriteLight() const;
sector_t *GetHeightSec() const
{
@ -1795,6 +1797,10 @@ inline void sector_t::SetColor(PalEntry pe, int desat) { ::SetColor(this, pe, de
inline void sector_t::SetFade(PalEntry pe) { ::SetFade(this, pe); }
inline int sector_t::GetFloorLight() const { return ::GetFloorLight(this); }
inline int sector_t::GetCeilingLight() const { return ::GetCeilingLight(this); }
inline int sector_t::GetSpriteLight() const
{
return GetTexture(ceiling) == skyflatnum ? GetCeilingLight() : GetFloorLight();
}
inline double sector_t::GetFriction(int plane, double *movefac) const { return ::GetFriction(this, plane, movefac); }
inline void sector_t::CheckExColorFlag()

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@ -1282,7 +1282,7 @@ public:
bool IsMapActor();
int GetTics(FState * newstate);
bool SetState (FState *newstate, bool nofunction=false);
int UpdateWaterDepth(bool splash);
double UpdateWaterDepth(bool splash);
virtual void SplashCheck();
virtual bool UpdateWaterLevel (bool splash=true);
bool isFast();
@ -1509,6 +1509,7 @@ public:
return max(1., Distance2D(dest) / speed);
}
int GetLightLevel(sector_t* rendersector);
int ApplyDamageFactor(FName damagetype, int damage) const;
int GetModifiedDamage(FName damagetype, int damage, bool passive, AActor *inflictor, AActor *source, int flags = 0);
void DeleteAttachedLights();

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@ -178,6 +178,22 @@ inline bool AActor::isFrozen() const
return false;
}
inline int AActor::GetLightLevel(sector_t* rendersector)
{
int lightlevel = rendersector->GetSpriteLight();
if (flags8 & MF8_ADDLIGHTLEVEL)
{
lightlevel += LightLevel;
}
else if (LightLevel > -1)
{
lightlevel = LightLevel;
}
return lightlevel;
}
// Consolidated from all (incomplete) variants that check if a line should block.
inline bool P_IsBlockedByLine(AActor* actor, line_t* line)
{

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@ -4272,7 +4272,7 @@ void AActor::CheckSectorTransition(sector_t *oldsec)
//
//==========================================================================
int AActor::UpdateWaterDepth(bool splash)
double AActor::UpdateWaterDepth(bool splash)
{
double fh = -FLT_MAX;
bool reset = false;

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@ -41,6 +41,7 @@
#include "filesystem.h"
#include "r_sky.h"
#include "textures.h"
#include "colormaps.h"
#include "c_cvars.h"

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@ -997,7 +997,6 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
// light calculation
bool enhancedvision = false;
const bool UseActorLight = (thing->LightLevel > -1);
// allow disabling of the fullbright flag by a brightmap definition
// (e.g. to do the gun flashes of Doom's zombies correctly.
@ -1005,23 +1004,9 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
((thing->renderflags & RF_FULLBRIGHT) && (!texture || !texture->isFullbrightDisabled()));
if (fullbright) lightlevel = 255;
else if (UseActorLight)
{
int newlevel = thing->LightLevel;
if (thing->flags8 & MF8_ADDLIGHTLEVEL)
{
newlevel += hw_ClampLight(rendersector->GetTexture(sector_t::ceiling) == skyflatnum ?
rendersector->GetCeilingLight() : rendersector->GetFloorLight());
else lightlevel = hw_ClampLight(thing->GetLightLevel(rendersector));
newlevel = clamp(newlevel, 0, 255);
}
lightlevel = newlevel;
}
else
lightlevel = hw_ClampLight(rendersector->GetTexture(sector_t::ceiling) == skyflatnum ?
rendersector->GetCeilingLight() : rendersector->GetFloorLight());
foglevel = (uint8_t)clamp<short>((UseActorLight) ? lightlevel : rendersector->lightlevel, 0, 255);
foglevel = (uint8_t)clamp<short>(rendersector->lightlevel, 0, 255); // this *must* use the sector's light level or the fog will just look bad.
lightlevel = rendersector->CheckSpriteGlow(lightlevel, thingpos);
@ -1234,8 +1219,7 @@ void HWSprite::ProcessParticle (HWDrawInfo *di, particle_t *particle, sector_t *
{
if (particle->alpha==0) return;
lightlevel = hw_ClampLight(sector->GetTexture(sector_t::ceiling) == skyflatnum ?
sector->GetCeilingLight() : sector->GetFloorLight());
lightlevel = hw_ClampLight(sector->GetSpriteLight());
foglevel = (uint8_t)clamp<short>(sector->lightlevel, 0, 255);
if (di->isFullbrightScene())

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@ -29,7 +29,7 @@
#define __R_SKY_H__
#include <utility>
#include "textures.h"
#include "textureid.h"
struct FLevelLocals;
@ -42,7 +42,6 @@ extern int freelookviewheight;
void InitSkyMap(FLevelLocals *Level);
void R_InitSkyMap();
void R_UpdateSky (uint64_t mstime);
std::pair<PalEntry, PalEntry>& R_GetSkyCapColor(FGameTexture* tex);
#endif //__R_SKY_H__

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@ -606,14 +606,7 @@ namespace swrenderer
}
Add3DFloorPlanes(sub, frontsector, basecolormap, foggy, adjusted_ceilinglightlevel, adjusted_floorlightlevel);
// killough 9/18/98: Fix underwater slowdown, by passing real sector
// instead of fake one. Improve sprite lighting by basing sprite
// lightlevels on floor & ceiling lightlevels in the surrounding area.
// [RH] Handle sprite lighting like Duke 3D: If the ceiling is a sky, sprites are lit by
// it, otherwise they are lit by the floor.
auto nc = !!(frontsector->Level->flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING);
AddSprites(sub->sector, frontsector->GetTexture(sector_t::ceiling) == skyflatnum ? ceilinglightlevel : floorlightlevel, FakeSide, foggy, GetSpriteColorTable(frontsector->Colormap, frontsector->SpecialColors[sector_t::sprites], nc));
AddSprites(sub->sector, frontsector, FakeSide, foggy);
// [RH] Add particles
if ((unsigned int)(sub->Index()) < Level->subsectors.Size())
@ -881,7 +874,7 @@ namespace swrenderer
fillshort(ceilingclip, viewwidth, 0);
}
void RenderOpaquePass::AddSprites(sector_t *sec, int lightlevel, WaterFakeSide fakeside, bool foggy, FDynamicColormap *basecolormap)
void RenderOpaquePass::AddSprites(sector_t *sec, sector_t* frontsector, WaterFakeSide fakeside, bool foggy)
{
// BSP is traversed by subsector.
// A sector might have been split into several
@ -947,23 +940,22 @@ namespace swrenderer
}
else if (GetThingSprite(thing, sprite))
{
FDynamicColormap *thingColormap = basecolormap;
int thinglightlevel = lightlevel;
int thinglightlevel;
if (sec->sectornum != thing->Sector->sectornum) // compare sectornums to account for R_FakeFlat copies.
{
thinglightlevel = thing->Sector->GetTexture(sector_t::ceiling) == skyflatnum ? thing->Sector->GetCeilingLight() : thing->Sector->GetFloorLight();
auto nc = !!(thing->Level->flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING);
thingColormap = GetSpriteColorTable(thing->Sector->Colormap, thing->Sector->SpecialColors[sector_t::sprites], nc);
frontsector = thing->Sector;
}
if (thing->LightLevel > -1)
{
thinglightlevel = thing->LightLevel;
auto nc = !!(thing->Level->flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING);
FDynamicColormap* thingColormap = GetSpriteColorTable(frontsector->Colormap, frontsector->SpecialColors[sector_t::sprites], nc);
if (thing->flags8 & MF8_ADDLIGHTLEVEL)
{
thinglightlevel += thing->Sector->GetTexture(sector_t::ceiling) == skyflatnum ? thing->Sector->GetCeilingLight() : thing->Sector->GetFloorLight();
thinglightlevel = clamp(thinglightlevel, 0, 255);
}
// per-sprite lightlevel and fog do not mix well in the software renderer.
if (!foggy)
{
thinglightlevel = clamp(thing->GetLightLevel(frontsector), 0, 255);
}
else
{
thinglightlevel = clamp<int>(frontsector->lightlevel, 0, 255);
}
if ((sprite.renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
{

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@ -89,7 +89,7 @@ namespace swrenderer
void FakeDrawLoop(subsector_t *sub, sector_t *frontsector, VisiblePlane *floorplane, VisiblePlane *ceilingplane, Fake3DOpaque opaque3dfloor);
void Add3DFloorLine(seg_t *line, sector_t *frontsector);
void AddSprites(sector_t *sec, int lightlevel, WaterFakeSide fakeside, bool foggy, FDynamicColormap *basecolormap);
void AddSprites(sector_t *sec, sector_t* frontsector, WaterFakeSide fakeside, bool foggy);
bool IsPotentiallyVisible(AActor *thing);
bool GetThingSprite(AActor *thing, ThingSprite &sprite);