- allow setting sector planes' plane equations directly from UDMF.

This commit is contained in:
Christoph Oelckers 2014-05-14 12:16:33 +02:00
parent 8c052818b7
commit 47a9dab56d
3 changed files with 81 additions and 7 deletions

View file

@ -37,7 +37,7 @@ In addition to the base specification ZDoom recognizes the following lumps
between the TEXTMAP and ENDMAP lumps: between the TEXTMAP and ENDMAP lumps:
BEHAVIOR = contains compiled ACS code BEHAVIOR = contains compiled ACS code
DIALOGUE = contains compiled Strife conversation scripts. DIALOGUE = contains compiled Strife or USDF conversation scripts.
ZNODES = Nodes (must be stored as extended GL nodes. Compression is allowed ZNODES = Nodes (must be stored as extended GL nodes. Compression is allowed
but deprecated for portability reasons.) but deprecated for portability reasons.)
BLOCKMAP = blockmap. It is recommended not to include this lump in UDMF maps. BLOCKMAP = blockmap. It is recommended not to include this lump in UDMF maps.
@ -166,6 +166,14 @@ Note: All <bool> fields default to false unless mentioned otherwise.
yscaleceiling = <float>; // Y texture scale of ceiling texture, Default = 1.0. yscaleceiling = <float>; // Y texture scale of ceiling texture, Default = 1.0.
rotationfloor = <float>; // Rotation of floor texture in degrees, Default = 0.0. rotationfloor = <float>; // Rotation of floor texture in degrees, Default = 0.0.
rotationceiling = <float>; // Rotation of ceiling texture in degrees, Default = 0.0. rotationceiling = <float>; // Rotation of ceiling texture in degrees, Default = 0.0.
ceilingplane_a = <float>; // Define the plane equation for the sector's ceiling. Default is a horizontal plane at 'heightceiling'.
ceilingplane_b = <float>; // 'heightceiling' will still be used to calculate texture alignment.
ceilingplane_c = <float>; // The plane equation will only be used if all 4 values are given.
ceilingplane_d = <float>;
floorplane_a = <float>; // Define the plane equation for the sector's floor. Default is a horizontal plane at 'heightfloor'.
floorplane_b = <float>; // 'heightfloor' will still be used to calculate texture alignment.
floorplane_c = <float>; // The plane equation will only be used if all 4 values are given.
floorplane_d = <float>;
lightfloor = <integer>; // The floor's light level. Default is 0. lightfloor = <integer>; // The floor's light level. Default is 0.
lightceiling = <integer>; // The ceiling's light level. Default is 0. lightceiling = <integer>; // The ceiling's light level. Default is 0.
lightfloorabsolute = <bool>; // true = 'lightfloor' is an absolute value. Default is lightfloorabsolute = <bool>; // true = 'lightfloor' is an absolute value. Default is
@ -355,6 +363,10 @@ Added waterzone sector property.
1.22 12.04.2014 1.22 12.04.2014
Added transparent line property (to be folded back to core UDMF standard), and health, score, renderstyle, fillcolor, alpha, scale, scalex, scaley, pitch and roll thing properties. Added transparent line property (to be folded back to core UDMF standard), and health, score, renderstyle, fillcolor, alpha, scale, scalex, scaley, pitch and roll thing properties.
1.24 14.05.2014
Added plane equations for sector slopes. (Please read carefully to ensure proper use!)
Changed language describing the DIALOGUE lump to mention USDF as an option.
=============================================================================== ===============================================================================
EOF EOF
=============================================================================== ===============================================================================

View file

@ -488,6 +488,15 @@ xx(blockhitscan)
xx(Renderstyle) xx(Renderstyle)
xx(ceilingplane_a)
xx(ceilingplane_b)
xx(ceilingplane_c)
xx(ceilingplane_d)
xx(floorplane_a)
xx(floorplane_b)
xx(floorplane_c)
xx(floorplane_d)
// USDF keywords // USDF keywords
xx(Amount) xx(Amount)
xx(Text) xx(Text)

View file

@ -1245,6 +1245,7 @@ public:
int lightcolor = -1; int lightcolor = -1;
int fadecolor = -1; int fadecolor = -1;
int desaturation = -1; int desaturation = -1;
int fplaneflags = 0, cplaneflags = 0;
memset(sec, 0, sizeof(*sec)); memset(sec, 0, sizeof(*sec));
sec->lightlevel = 160; sec->lightlevel = 160;
@ -1446,6 +1447,48 @@ public:
Flag(sec->MoreFlags, SECF_UNDERWATER, key); Flag(sec->MoreFlags, SECF_UNDERWATER, key);
break; break;
case NAME_floorplane_a:
fplaneflags |= 1;
sec->floorplane.a = CheckFixed(key);
break;
case NAME_floorplane_b:
fplaneflags |= 2;
sec->floorplane.b = CheckFixed(key);
break;
case NAME_floorplane_c:
fplaneflags |= 4;
sec->floorplane.c = CheckFixed(key);
sec->floorplane.ic = FixedDiv(FRACUNIT, sec->floorplane.c);
break;
case NAME_floorplane_d:
fplaneflags |= 8;
sec->floorplane.d = CheckFixed(key);
break;
case NAME_ceilingplane_a:
cplaneflags |= 1;
sec->ceilingplane.a = CheckFixed(key);
break;
case NAME_ceilingplane_b:
cplaneflags |= 2;
sec->ceilingplane.b = CheckFixed(key);
break;
case NAME_ceilingplane_c:
cplaneflags |= 4;
sec->ceilingplane.c = CheckFixed(key);
sec->ceilingplane.ic = FixedDiv(FRACUNIT, sec->ceilingplane.c);
break;
case NAME_ceilingplane_d:
cplaneflags |= 8;
sec->ceilingplane.d = CheckFixed(key);
break;
default: default:
break; break;
} }
@ -1457,12 +1500,22 @@ public:
} }
sec->secretsector = !!(sec->special&SECRET_MASK); sec->secretsector = !!(sec->special&SECRET_MASK);
sec->floorplane.d = -sec->GetPlaneTexZ(sector_t::floor);
sec->floorplane.c = FRACUNIT; // Reset the planes to their defaults if not all of the plane equation's parameters were found.
sec->floorplane.ic = FRACUNIT; if (fplaneflags != 15)
sec->ceilingplane.d = sec->GetPlaneTexZ(sector_t::ceiling); {
sec->ceilingplane.c = -FRACUNIT; sec->floorplane.a = sec->floorplane.b = 0;
sec->ceilingplane.ic = -FRACUNIT; sec->floorplane.d = -sec->GetPlaneTexZ(sector_t::floor);
sec->floorplane.c = FRACUNIT;
sec->floorplane.ic = FRACUNIT;
}
if (cplaneflags != 15)
{
sec->ceilingplane.a = sec->ceilingplane.b = 0;
sec->ceilingplane.d = sec->GetPlaneTexZ(sector_t::ceiling);
sec->ceilingplane.c = -FRACUNIT;
sec->ceilingplane.ic = -FRACUNIT;
}
if (lightcolor == -1 && fadecolor == -1 && desaturation == -1) if (lightcolor == -1 && fadecolor == -1 && desaturation == -1)
{ {