Add more ways to prevent GZDoom from drawing skybox walls

Add noskywalls flag to sectors and linedefs
This commit is contained in:
Kevin Caccamo 2020-01-10 07:07:20 -05:00 committed by Christoph Oelckers
parent f9fa07dca5
commit 9b598017f9
6 changed files with 17 additions and 4 deletions

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@ -140,6 +140,7 @@ Note: All <bool> fields default to false unless mentioned otherwise.
// 12: Unexplored secret wall.
// 13: Portal line.
revealed = <bool>; // true = line is initially visible on automap.
noskywalls = <bool>; // true = skies are not drawn above or below this line
health = <int>; // Amount of hitpoints for this line.
healthgroup = <int>; // ID of destructible object to synchronize hitpoints (optional, default is 0)
@ -294,6 +295,8 @@ Note: All <bool> fields default to false unless mentioned otherwise.
colorization_floor = <int>; // Sets a colorization record for the floor texture. Colorization records must be defined in TEXTURES.
colorization_ceiling = <int>; // Sets a colorization record for the ceiling texture. Colorization records must be defined in TEXTURES.
noskywalls = <bool>; // If true, do not draw skybox walls above/below this sector
portal_ceil_blocksound = <bool>; // ceiling portal blocks sound.
portal_ceil_disabled = <bool>; // ceiling portal disabled.
portal_ceil_nopass = <bool>; // ceiling portal blocks movement if true.

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@ -173,7 +173,7 @@ enum ELineFlags : unsigned
ML_BLOCKHITSCAN = 0x08000000, // blocks hitscan attacks
ML_3DMIDTEX_IMPASS = 0x10000000, // [TP] if 3D midtex, behaves like a height-restricted ML_BLOCKING
ML_REVEALED = 0x20000000, // set if revealed in automap
ML_NOSKYWALLS = 0x40000000, // Don't draw sky above or below walls
ML_PORTALCONNECT = 0x80000000, // for internal use only: This line connects to a sector with a linked portal (used to speed up sight checks.)
};

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@ -485,6 +485,7 @@ enum
SECMF_DRAWN = 128, // sector has been drawn at least once
SECMF_HIDDEN = 256, // Do not draw on textured automap
SECMF_OVERLAPPING = 512, // floor and ceiling overlap and require special renderer action.
SECMF_NOSKYWALLS = 1024, // Do not draw "sky walls"
};
enum

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@ -1074,6 +1074,10 @@ public:
ld->automapstyle = AutomapLineStyle(CheckInt(key));
continue;
case NAME_NoSkyWalls:
Flag(ld->flags, ML_NOSKYWALLS, key);
continue;
case NAME_MoreIds:
// delay parsing of the tag string until parsing of the sector is complete
// This ensures that the ID is always the first tag in the list.
@ -1662,6 +1666,10 @@ public:
sec->AdditiveColors[sector_t::sprites] = CheckInt(key) | 0xff000000;
break;
case NAME_NoSkyWalls:
Flag(sec->MoreFlags, SECMF_NOSKYWALLS, key);
break;
case NAME_colorization_floor:
sec->SetTextureFx(sector_t::floor, TexMan.GetTextureManipulation(CheckString(key)));
break;

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@ -230,8 +230,8 @@ void HWWall::SkyTop(HWDrawInfo *di, seg_t * seg,sector_t * fs,sector_t * bs,vert
{
if (fs->GetTexture(sector_t::ceiling)==skyflatnum)
{
if (bs->special == GLSector_NoSkyDraw) return;
if (bs->GetTexture(sector_t::ceiling)==skyflatnum)
if (bs->special == GLSector_NoSkyDraw || bs->MoreFlags & SECMF_NOSKYWALLS || seg->linedef->flags & ML_NOSKYWALLS) return;
if (bs->GetTexture(sector_t::ceiling)==skyflatnum)
{
// if the back sector is closed the sky must be drawn!
if (bs->ceilingplane.ZatPoint(v1) > bs->floorplane.ZatPoint(v1) ||
@ -324,7 +324,7 @@ void HWWall::SkyBottom(HWDrawInfo *di, seg_t * seg,sector_t * fs,sector_t * bs,v
{
if (fs->GetTexture(sector_t::floor)==skyflatnum)
{
if (bs->special == GLSector_NoSkyDraw) return;
if (bs->special == GLSector_NoSkyDraw || bs->MoreFlags & SECMF_NOSKYWALLS || seg->linedef->flags & ML_NOSKYWALLS) return;
FTexture * tex = TexMan.GetTexture(seg->sidedef->GetTexture(side_t::bottom), true);
// For lower skies the normal logic only applies to walls with no lower texture.

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@ -594,6 +594,7 @@ xx(ColorAdd_Floor)
xx(ColorAdd_Ceiling)
xx(ColorAdd_Sprites)
xx(ColorAdd_Walls)
xx(NoSkyWalls)
xx(Desaturation)
xx(SoundSequence)
xx(Silent)