Commit graph

166 commits

Author SHA1 Message Date
Christoph Oelckers
1b88052bba - started refactoring ZatPoint calls which need to be portal aware.
To summarize, anything that just works with map geometry doesn't need to bother, as does the renderer. (i.e. nearly all r_* files, p_floor.cpp, p_ceiling.cpp et.al)
But all calls that are somehow related to actor positions need to be made aware of potential portal transitions:

 * added FloorAtPoint, CeilingAtPoint and PlaneAtPoint methods to sector_t, which can be used to calculate a plane's height with relation to a given actor, even if that actor is on the other side of a portal.
 * added HighestCeilingAt and LowestFloorAt methods which traverse all ceiling/floor portals until they find an impassable plane.
2016-02-16 16:40:53 +01:00
Christoph Oelckers
6adb069506 - rewrote p_local.h so that it doesn't pull in the entire bunch of headers.
This was to resolve some circular dependencies with the portal code.
The most notable changees:

 * FTextureID was moved from textures.h to doomtype.h because it is frequently needed in files that don't want to do anything with actual textures.
 * split off the parts from p_maputl into a separate header.
 * consolidated all blockmap related data into p_blockmap.h
 * split off the polyobject parts into po_man.h
2016-02-15 02:14:34 +01:00
Christoph Oelckers
405db83393 - added a function which collects all portal group an actor would touch if standing in a given position. 2016-02-15 00:53:59 +01:00
Christoph Oelckers
0dce22ce85 - some portal considerations. 2016-02-14 21:02:18 +01:00
Christoph Oelckers
c338b9cde3 - some more portal preparation . 2016-02-14 16:26:27 +01:00
Christoph Oelckers
d5a1004c41 - some preparations for portal stuff:
* set up linked sector portals so that everything that will eventually have to be considered is present, even though the software renderer currently can't handle those adequately.
* tag all skybox things with a type so that they can easily be distinguished at run time.
* fill in the linked portal types in xlat/eternity.txt.
2016-02-14 13:12:03 +01:00
Christoph Oelckers
bf03ea496e - fixed: instant sector movement actions must actually delete the created interpolation right away and not wait until it deletes itself. 2016-02-11 22:03:09 +01:00
Christoph Oelckers
e88901f4b7 - added the EE-Extradata parser I wrote for GZDoom so I can use the Vaporware demo map for testing portal stuff. 2016-02-05 23:51:28 +01:00
Christoph Oelckers
94b7ef72ca - more cleanup on portal implementation:
- store portal data in a separate structure.
- store portal data in savegames because some of this will be changeable later.
- run a cleanup pass after all portals have been created to weed out broken ones.
- add a definition type that's compatible with Eternity Engine's line portal types.
- swapped arg[2] and arg[3] of Line_SetPortal, because the type is more significant than the alignment.
2016-02-05 23:15:56 +01:00
Christoph Oelckers
a85a8c1465 - changed mirror handling so that it works without attaching a portal to the mirror line and removed line_t::portal_mirror member.
- did some cleanup on the portal interface on linedefs: All checks should go through isLinePortal (gameplay related) and isVisualPortal (renderer related) which then can decide on the actual data what to return.
- removed portal_passive because it won't survive the upcoming refactoring.
- removed all direct access to portal members of line_t.
- always use the precise (and fast) version of P_PointOnLineSide inside the renderer.
2016-02-05 16:14:45 +01:00
Christoph Oelckers
76c5039c63 Merge branch 'master' of https://github.com/rheit/zdoom 2016-02-05 10:41:05 +01:00
Christoph Oelckers
8da6483223 - fixed some places where FStrings were incorrectly used.
- replace all implicit conversions from FString to const char * in the header files (so that it can be test compiled with the implicit type conversion turned off without throwing thousands of identical errors.)
2016-02-05 10:40:45 +01:00
Braden Obrzut
ba54d73e07 Merge branch 'portals2_visual' 2016-02-05 00:10:46 -05:00
Christoph Oelckers
2b5e5b6bc3 - next round of refactoring.
This contains some advance work for handling line-to-line portals in A_PainShootSkull.
This function is special because it performs a map check itself instead of using one of the common functions from p_map.cpp, like most of the rest of the game code.
2016-01-18 16:49:24 +01:00
Braden Obrzut
f3f77a1ba0 Merge branch 'master' into portals2_visual 2016-01-18 09:45:42 -05:00
Christoph Oelckers
e8ee8c5c97 - fixed: secspecial_t was left uninitialized, causing its damage type being an invalid name. 2016-01-18 01:21:20 +01:00
Christoph Oelckers
3e446ea04d - replaced access to AActor's coordinate members with access functions
(first 200 compile errors down...)
2016-01-17 13:48:16 +01:00
Christoph Oelckers
37f18055af - turned sector_t::FloorSkyBox and CeilingSkyBox into an array.
- removed unused SpreadCeilingPortal function.
2016-01-12 21:34:41 +01:00
Christoph Oelckers
71c7f2b42c - added 'floorterrain' and 'ceilingterrain' sector properties for UDMF. These will take precedence over texture based terrain if used.
'ceilingterrain' is needed because the top of 3D-floors refers to the model sector's ceiling, so in order to give a 3D floor a terrain it must be assignable to the sector's ceiling.
Note that although it is basically the same property, its actual function bears no relevance to its use in Eternity.
2016-01-09 12:10:36 +01:00
Christoph Oelckers
eb6c855a95 - handle intermediate special values in thinkers. They also need to take care of the related damage variables and flags. 2016-01-06 13:30:28 +01:00
Christoph Oelckers
bd8513c063 - made sector_t::damageamount an int so that it can hold TELEFRAG_DAMAGE.
- marked all places where sector_t::special needs to be addressed for the damage overhaul.

NOTE: This commit will not compile!
2016-01-06 12:56:35 +01:00
Christoph Oelckers
5474e01de8 - removed FraggleScript's 'sectortype' function. This was GZDoom exclusive and never documented so it got no public exposure. Since this is incompatible with the damage related changes, it has no more use.
- major overhaul of the static sector damage system:

* consolidated special based damage, Sector_SetDamage and UDMF properties into one set of damage properties. The parallel handling that could lead to double damage infliction was removed. This also means that damage through sector specials can be retroactively changed through Sector_SetDamage.
* all special cases were turned into flags. The new system can switch between Strife's delayed damage and regular damage, and it can also set whether terrain splashes are used or not. It also has access to the special properties of the end-level type (i.e. switching off god mode and ending the level.)
* the damage related flags are accessible through Sector_ChangeFlags, not the damage functions themselves.
2016-01-06 12:12:47 +01:00
Christoph Oelckers
b0db5d9b16 - added a SECF_SILENTMOVE flag.
Since Eternity got this it's a good candidate for a potential Super-Boom standard, and it's also useful for silencing a sector temporarily without removing the sound sequence.
2016-01-06 02:16:33 +01:00
Christoph Oelckers
d34077a3ba - ... and finally the push flag. 2016-01-06 02:05:39 +01:00
Christoph Oelckers
3ffcec3eb3 - moved friction flag from special to Flags as well. 2016-01-06 02:01:59 +01:00
Christoph Oelckers
6a63effa1f - fixed: A_CheckTerrain did not use the proper damage type for processing an instant death sector.
- moved sector secret information from sector_t::special and secretsector to two flag bits in sector_t::Flags.

This is to get rid of the bit masking madness in the floor/ceiling thinkers which need to preserve this bit when they change a sector's type.
2016-01-06 01:50:45 +01:00
Christoph Oelckers
3e13e772ef - after realizing that changing the sector's MOD variable to an FNameNoInit doesn't do anything bad, I just went ahead and got rid of the last place in the engine that still used this data type for internal storage. 2016-01-05 16:10:04 +01:00
Christoph Oelckers
d432df55e9 - changed Sector_SetDamage so that it can explicitly set the damage interval and the leakiness probability, instead of hardcoding it to fixed damage ranges.
- fixed: FCajunMaster::IsDangerous did not check for Heretic's sludge type.
2016-01-05 15:39:21 +01:00
Randy Heit
c86cd53753 Merge branch 'master' of https://github.com/crimsondusk/zdoom into crimsondusk-master
Conflicts:
	src/am_map.cpp
2015-12-31 20:18:54 -06:00
Christoph Oelckers
7b017f472a - fixed: Due to the default skybox being moved to the global level data, there was insufficient information to distinguish between using the default skybox or the regular sky. Fixed by adding two new sector flags which get set by a 0-tid SkyPicker. 2015-11-25 11:49:34 +01:00
Teemu Piippo
2f027504b6 Show sector action boundaries on the automap like line specials are. 2015-09-12 04:47:49 +03:00
ZZYZX
cd39c4b8a6 Merged mirrors with portals; Render part of mirrors done, render part of portals needs further testing 2015-06-07 04:19:17 +03:00
Christoph Oelckers
db61c1cb57 - allow multiple line IDs as well using the same method as for sector tags. 2015-04-19 17:51:34 +02:00
Christoph Oelckers
b921157f57 - uncouple sector tag storage from the sector data to allow multiple tags per sector.
Tags are now handled by a tag manager class which stores sector/tag pairs. This way multiple entries can be added per sector.
Since UDMF does not have any arrays the additional tags are stored as a space separated string as 'MoreIDs'.
2015-04-19 12:33:27 +02:00
Christoph Oelckers
f65a07c952 - minor bit of cleanup of tags code. 2015-04-19 08:48:20 +02:00
Christoph Oelckers
902593198b - wrapped all line ID accesss just like sector tags 2015-04-15 09:37:06 +02:00
Christoph Oelckers
2faf836aa1 - some minor rework of tag access interface after I realized that some stuff (e.g. Strife's scrolling sector special) need the primary tag to treated specially. 2015-04-14 18:48:19 +02:00
Christoph Oelckers
238046655c - wrapped all accesses to the sector tag into accessor functions, as preparation for allowing multiple tags per sector. 2015-04-14 18:32:14 +02:00
Randy Heit
4cf468452c Remove slopetype from line_t.
- Recomputing it in the only two places where it's used is trivial, so
  it's basically a waste of space to precompute it.
2014-07-31 19:15:08 -05:00
Christoph Oelckers
e49e926bd9 - added option to ASectorAction to remove itself upon triggering by setting the STANDSTILL flag on the map thing. 2014-05-13 21:26:51 +02:00
Randy Heit
a50e670c0c - Use tests less prone to overflow on very steep slopes when detecting which side of a plane
the camera is on. Mostly, this means testing the distance of the camera to the plane rather
  than computing the plane's Z at the camera and comparing that with the camera's Z.

SVN r4220 (trunk)
2013-04-17 01:32:40 +00:00
Randy Heit
a4312fb106 - Fix spelling errors spotted by Gez in a few comments.
SVN r3957 (trunk)
2012-11-09 23:13:50 +00:00
Randy Heit
0f0dcc08a2 - Added a new UDMF sidedef flag: lightfog.
SVN r3933 (trunk)
2012-11-03 02:02:42 +00:00
Randy Heit
44b1879553 - Increased max resolution to 5760x3600, which is enough to do 2x supersampling on the currently
largest resolution monitors available (which is the MacBook Pro with Retina Display's 2880x1800).

SVN r3873 (trunk)
2012-09-16 04:51:28 +00:00
Randy Heit
3bfe7b74f4 - Fixed: side_t::SetTextureYScale() did not allow negative scales, even though they are perfectly valid for flipping a texture vertically.
SVN r3850 (trunk)
2012-08-23 01:40:00 +00:00
Randy Heit
980202a18f - Fixed: PrepWall() and PrepLWall() did not understand negative walxrepeats, which should cause
them to flip the texture horizontally.

SVN r3849 (trunk)
2012-08-23 01:34:19 +00:00
Randy Heit
2117c84a78 - Increase maximum resolution to 2880x1800.
SVN r3628 (trunk)
2012-05-06 04:23:49 +00:00
Randy Heit
6369a88e0f - Fixed: sector_t::GetHeightSec() was too aggressive about not returning heightsec.
SVN r3600 (trunk)
2012-04-27 02:50:23 +00:00
Randy Heit
d9f7a250ba - Fixed: Disable absolute wall lighting when in the shadow of a 3D floor.
SVN r3499 (trunk)
2012-04-01 02:31:57 +00:00
Randy Heit
2faf92858a - Fixed: LIGHT2SHADE would overflow with light values larger than 10 bits.
SVN r3339 (trunk)
2012-01-22 00:14:02 +00:00