Christoph Oelckers
69d724ae73
- moved lightbuffers and flatvertices to 'common'.
2020-04-26 12:41:13 +02:00
Christoph Oelckers
c5dca89e66
- clean separation of vertex creation from map data and the buffer object.
...
This was yet another object with too broad scope, the vertex creation has been offloaded into out-of-class functions now.
2020-04-26 12:12:07 +02:00
Christoph Oelckers
e63871d6f5
- made 3D floor damage transfers optional by adding a new flag bit (2048) and made that mode automatic for the old ZDoom-based light only transfer special.
2020-04-19 13:40:21 +02:00
Christoph Oelckers
f8e9cb8fbc
- major dependency reduction of the texture system.
2020-04-11 20:20:37 +02:00
Christoph Oelckers
721b857e5e
- minor FTexture cleanup.
2020-04-11 20:19:53 +02:00
alexey.lysiuk
0d420a75b7
- fixed compilation for Linux and macOS
2020-04-11 20:36:36 +03:00
Christoph Oelckers
05d8856fe0
- moved file system implementation to 'common'.
2020-04-11 14:00:20 +02:00
Christoph Oelckers
80c6d5b276
- renamed more stuff and also moved the Strife teaser voice handling out of the file system.
2020-04-11 14:00:19 +02:00
Christoph Oelckers
c1bb7de23a
- more file system refactoring.
...
* moved the sprite renaming out of the file system entirely into a caller-provided callback.
* renamed several functions to closer match the terms of a file system.
* moved the VM interface out of the implementation.
2020-04-11 14:00:19 +02:00
Christoph Oelckers
6bccde3b51
- renamed the file system related classes to actually use the term "FileSystem".
2020-04-11 14:00:18 +02:00
Christoph Oelckers
a38633aa22
- moved the file name management out of the single resource lumps.
...
This is now being managed by the main file system class. The single lumps should only concern themselves with the actual data they manage, not with how the file system presents them to the outside.
The IWAD detection code was also switched to use a file system wrapper instead of looking at the single files directly.
2020-04-11 14:00:16 +02:00
Christoph Oelckers
ace3e29473
- removed the implicit conversion operators from FName.
...
These were creating dangerous interdependencies. It is better to do explicit conversions when needed.
As an added plus, this means that zstring.h no longer depends on name.h which was very annoying.
2020-04-11 14:00:13 +02:00
Christoph Oelckers
6996d54a23
- moved more code to 'common'.
...
This is all low level utilities with no dependencies on game logic. Having this in a separate directory makes sharing with Raze a lot easier.
2020-04-11 14:00:12 +02:00
Christoph Oelckers
d00ad60437
- fixed a few issues pointed out by the assert in the TArray [] operator.
2020-04-11 14:00:10 +02:00
Christoph Oelckers
b0ecb02d6b
- move SuperFastHash to its own set of files, instead of having this tied to the console.
...
- replace swapvalues with std::swap globally.
- added some additions to utility code from Raze, mainly to reduce file content differences.
- reduced some unused utilities
2020-04-11 14:00:10 +02:00
Christoph Oelckers
583734861e
- compatibility workaround for using Scroll_Texture_Model with a line id of 0.
...
This would do very bad things if not being checked for.
2020-01-12 13:21:15 +01:00
Kevin Caccamo
7ca6e7e5c1
Add handling for drawfullheight flag
...
Parse drawfullheight flag in UDMF
Draw full height for walls if the linedef has this flag
2020-01-11 13:24:02 +01:00
Kevin Caccamo
9b598017f9
Add more ways to prevent GZDoom from drawing skybox walls
...
Add noskywalls flag to sectors and linedefs
2020-01-11 13:24:02 +01:00
Christoph Oelckers
8b3c03d416
- fixed Doom64 style lighting.
...
The check for the presence of Doom64 style lighting was done too early before the line lists in the sector were created.
2020-01-04 10:45:22 +01:00
Christoph Oelckers
9b9fd35107
- hooked up the colorization feature.
...
It can now be used from UDMF and ZScript.
To avoid clutter it doesn't allow setting the values individually but requires definition of a data record in TEXTURES.
colorization
{
DesaturationFactor <float>
Invert
AddColor <color>
ModulateColor <color>
BlendColor <color>, <mode> [, <alpha>]
}
Mode for BlendColor can be Alpha (normal translucent blending), as well as 3 special values taken from Build engine games: Screen, Overlay and HardLight.
2019-12-29 11:30:37 +01:00
Christoph Oelckers
f9d2dc51d0
- cleanup of new colorization code.
...
- profiling shows that running the code for applying the colorization and the gradients is extremely expensive, apparently this always causes a cache miss, so now the entire thing is enabled by a sidedef flag.
2019-12-29 11:30:36 +01:00
Christoph Oelckers
bb8db9422f
- scaled down the texture colorization feature for easier usability.
...
It makes little sense exposing every minute detail of this through UDMF.
Setting it up that way is far too complicated. Using virtual textures that map to a real texture plus a colorization record should be far easier to use by mappers.
This also doesn't piggyback on the Doom64 color feature anymore and is completely separate, despite some redundancies.
This is still missing the texture definition part, though.
2019-12-20 22:25:10 +01:00
Christoph Oelckers
03537e90ff
- linked new properties with the renderer.
...
Support for the softpoly renderer still missing.
2019-12-20 18:56:03 +01:00
Christoph Oelckers
3a249cb06f
- added high level interface to the new properties, i.e. UDMF and ZScript.
2019-12-20 18:02:42 +01:00
Rachael Alexanderson
4d66e9a8bb
- remove SetLineSideRefs - this actually cannot be exported right now, due to the fact that both sides and lines have backreferences to themselves and their ancestry, and that linedefs have forward references to the sectors on their respective sides.
...
- made FlipLineSideRefs native, due to the SetLineSideRefs removal
- fixed a bug with FlipLineSideRefs that rendered upper and lower textures incorrectly due to incorrect sector references
- FlipLineSideRefs now should only work on single-sided lines
2019-11-14 14:32:20 -05:00
Rachael Alexanderson
b0751db552
- add native SetLineSideRefs(line, side1idx, side2idx)
...
- add scripted FlipLineSideRefs(line)
2019-11-14 09:20:16 -05:00
Rachael Alexanderson
37fdf14422
- add calc indices before running level postprocessor
2019-11-12 09:46:14 -05:00
Rachael Alexanderson
21a74dfb13
- new zscript function 'SetLineVertexes(line, v1, v2)'
...
- scriptify 'FlipLine' completely using new function, remove native version
2019-11-12 08:08:35 -05:00
Christoph Oelckers
81753e5ffb
- moved the level postprocessor to its own source file.
2019-11-10 21:28:01 +01:00
Rachael Alexanderson
57eb1a82d6
- oops - add rangecheck to 'FlipLine'
2019-11-10 10:01:17 -05:00
Rachael Alexanderson
1098a13fdb
- add 'FlipLine' to 'LevelPostProcessor'
2019-11-10 09:04:30 -05:00
alexey.lysiuk
82c248854d
- extended level post-processing with special string arguments
2019-11-10 11:37:02 +02:00
alexey.lysiuk
00ff4083d2
- extended level post-processing with thing IDs
2019-11-10 11:37:02 +02:00
alexey.lysiuk
098b1c5973
- level post-processor cleanup
2019-11-10 11:37:02 +02:00
alexey.lysiuk
c5237ce58f
- level post-processor can now add new things
2019-11-10 11:37:02 +02:00
alexey.lysiuk
1e29444152
- extended level post-processing with specials and arguments
2019-11-10 11:37:02 +02:00
alexey.lysiuk
79880b2bd9
- extended level post-processing with editor numbers and angles
2019-11-10 11:37:02 +02:00
alexey.lysiuk
a2a50f34d5
- added things related getters to level post-processing
...
New functions cover existing interface only
Unsigned integers are now used instead signed for indices and bitfields
2019-11-10 11:37:02 +02:00
alexey.lysiuk
59bdebb20a
- added generic level post-processing script class
...
It was extracted from LevelCompatibility class, and native code was moved accordingly
2019-11-10 11:37:02 +02:00
alexey.lysiuk
b40e0ae38d
- made GL nodes loader more resilient to broken data
...
https://forum.zdoom.org/viewtopic.php?t=66086
2019-10-12 12:41:14 +03:00
Christoph Oelckers
cbd4479628
- reinstated the old scriptwait implementation as a compatibility option.
...
Daedalus's MAP19 needs this.
2019-09-07 09:34:50 +02:00
alexey.lysiuk
c3edfdd946
- temporary solution to fix build of non-MSVC targets
...
Precompilation of prefix header for GCC and Clang requires some efforts thanks to CMake which doesn't support this feature out of the box
Existing thirparty solutions must be tuned to our needs, and our configuration should be adjusted to a chosen module
2019-08-22 11:30:40 +03:00
Christoph Oelckers
0abc66dbff
- uncoupled the decompressors from ZDoom's internal error handling.
...
This code made it hard to repurpose this code for other tools, so now the error handler must be passed as a callback to OpenDecompressor.
2019-08-20 23:14:00 +02:00
Christoph Oelckers
3cfda930ea
- removed all Doom specific dependencies from cmdlib.cpp/h.
...
This meant moving CleanseString and ParseHex elsewhere and removing the I_Error call from ScanDirectory.
2019-08-20 23:12:23 +02:00
Rachael Alexanderson
0d2bdfca99
- fix typo
2019-08-15 21:27:11 -04:00
alexey.lysiuk
73f46089cc
- added validation of LevelCompatibility.Apply() signature
2019-07-03 13:11:48 +03:00
alexey.lysiuk
4a8438ebb4
- fixed crash on loading map in Hexen format without any nodes
2019-06-09 12:57:57 +03:00
alexey.lysiuk
c222b24c0a
- removed erroneous assignment of dialog reply
...
https://forum.zdoom.org/viewtopic.php?t=64943
2019-06-07 17:40:36 +03:00
alexey.lysiuk
a54bc61678
- fixed conversation links with pages referenced by name
...
https://forum.zdoom.org/viewtopic.php?t=64177
2019-05-26 15:46:30 +03:00
drfrag
afa644fe47
- Fixed compilation with old gcc and clang.
2019-05-22 18:25:24 -04:00
Rachael Alexanderson
a27990885e
- add some debugging information for GZSDF pagenames feature
2019-05-22 11:50:53 -04:00
alexey.lysiuk
f5d80d0d8b
- made setting actor TID more explicit
...
Now it's no longer possible to manipulate TID hash from arbitrary location
For example, this prevents linking of destroyed object into the hash
TID member is still public but writing to it is limited to a few very specific cases like serialization and player traveling between levels
https://forum.zdoom.org/viewtopic.php?t=64476
2019-05-10 11:49:57 +02:00
Christoph Oelckers
0341a3d75b
- made the gross railing hack for Strife a compatibility option and restricted it to MAP04
...
The side effects here broke other maps and this is really too glitchy to be turned on unless really necesasary.
2019-03-26 00:38:54 +01:00
Christoph Oelckers
04c103811c
- changed Strife dialogue setup so that STRIFE00 is being processed and the random texts explicitly excluded.
...
This fixes the stray "Peasant" in this file.
2019-03-24 12:52:03 +01:00
Christoph Oelckers
dc67355e95
- added A_Explode compatibility options.
...
There are two options here - one only disables the vertical thrust and the other goes back fully to the original non-z-aware code.
Both options are settable through MAPINFO.
For the compatibility presets, the normal ones only disable the vertical thrust, the strict ones force use of the old code entirely.
2019-03-24 12:42:57 +01:00
Christoph Oelckers
5da2ecda66
- fix the compat_pointonline flag.
2019-03-23 15:28:10 +01:00
Christoph Oelckers
8c06a00ee6
- moved all dialogue loading code into the map loader.
2019-02-22 19:07:58 +01:00
Christoph Oelckers
8bdbd2e915
- fixed layout of summary screen.
2019-02-21 00:16:48 +01:00
alexey.lysiuk
d4d010ac32
- added compatibility flag for buggy CheckSwitchRange behavior
...
https://forum.zdoom.org/viewtopic.php?t=63008
https://forum.zdoom.org/viewtopic.php?t=63650
2019-02-11 17:57:03 +01:00
Christoph Oelckers
4cdbc99877
- fixed creation of phased light sequences.
2019-02-07 09:39:36 +01:00
Christoph Oelckers
546d3d1bf5
- allow localization of Hexen's original ACS strings.
...
This way of looking up strings is intentionally limited to content from Hexen.wad and Hexdd.wad.
2019-02-05 11:51:19 +01:00
Christoph Oelckers
e41c898817
Merge branch 'master' into new_level_refactor
2019-02-04 13:11:01 +01:00
Christoph Oelckers
496eba3acb
- fix polyobject init
2019-02-04 13:10:53 +01:00
Christoph Oelckers
af9636b7c3
- fixed glitches with some poorly set up sector stack portals.
2019-02-04 13:08:30 +01:00
Christoph Oelckers
8d83f03138
- changed the linedef translator into a struct and reorganized its storage to allow having different ones at the same time.
...
This was the last piece of data that couldn't be distinct for more than one level.
2019-02-02 01:22:12 +01:00
Christoph Oelckers
f6a91e1722
- moved the I_Error prototypes to doomerrors.h to avoid having to include the low level system header for this.
2019-01-31 19:38:04 +01:00
Christoph Oelckers
1dcdfec733
- Unload behavior with the map, not outside.
2019-01-31 17:58:18 +01:00
Christoph Oelckers
65f3fec283
- copied a few more map information CCMDs to g_ccmd.
2019-01-31 03:03:56 +01:00
Christoph Oelckers
18b8a03f05
- cleaned up the header list in maploader.cpp.
2019-01-31 01:23:06 +01:00
Christoph Oelckers
c18a0e7736
- replaced DWORD_MAX with UINT_MAX globally.
...
This was the last remnant of ZDoom's old integer types.
2019-01-30 22:34:11 +01:00
Christoph Oelckers
8bbdee5c28
- redirect most references to the global players array through FLevelLocals.
...
The Map loader may not access any global state at all - everything it can touch must be exchangable.
Furthermore, if we want to sandbox each level, there may be no direct access to any kind of global state whatsoever from the play code.
2019-01-30 01:15:32 +01:00
Christoph Oelckers
ebdb2643c4
- moved UDMF custom properties into FLevelLocals.
2019-01-30 00:47:20 +01:00
Christoph Oelckers
6451b7d592
- moved the combined compatibility flags into FLevelLocals.
2019-01-29 19:28:22 +01:00
Christoph Oelckers
14101fa447
- health groups and software rendering textures freed of 'level'
...
Edited cherry-pick of an older commit.
2019-01-29 16:06:17 +01:00
Christoph Oelckers
60873bc5d6
Moved the PointInSector functions into FLevelLocals
2019-01-29 01:30:41 +01:00
Christoph Oelckers
68667e5eaa
- moved particle storage into FLevelLocals.
...
- moved parts of the render setup out of the separate render functions.
Things like particle and polyobject linking were duplicated several times for rendering different things in different renderers.
These things only need to be set up once before the renderer is started so it makes a lot more sense to consolidate them into one place outside the actual rendering code.
2019-01-29 01:09:02 +01:00
Christoph Oelckers
648e472744
- handled approx. half of all cases where the address of level is taken.
2019-01-28 00:55:21 +01:00
Christoph Oelckers
b4acb857ad
- the final batch of easy level replacements.
...
What's left will require a bit more work...
2019-01-27 21:59:19 +01:00
Christoph Oelckers
8c542e9be8
- removed level references in the software renderers.
2019-01-27 17:21:36 +01:00
Christoph Oelckers
4f540c1703
- give the sector a level reference.
2019-01-27 17:12:03 +01:00
Christoph Oelckers
73696e2781
- handled most level references in actorinlines.h and p_mobj.cpp.
2019-01-27 16:08:22 +01:00
Christoph Oelckers
8323524014
- give thinkers a 'level' member and change linking to the chain to happen outside the constructor.
2019-01-27 01:49:20 +01:00
Christoph Oelckers
ba114f6f23
- give the hardware renderer's drawinfo its own level pointer
2019-01-25 01:26:16 +01:00
Christoph Oelckers
bf3dc2f99b
Merge branch 'rolling_back' into new_level_refactor
2019-01-25 00:57:01 +01:00
Christoph Oelckers
b2ee99c7cc
- call level compatibility handlers for all levels and pass the map name as a second parameter.
...
This is for user-made handlers for which the checksum is rather useless both for deciding whether to call the handler and for identifying the map.
2019-01-25 00:56:15 +01:00
Christoph Oelckers
3cef56249d
- moved most functions of portals.cpp into FLevelLocals.
...
Much of this is used during level init and needs to be independent of the current level.
2019-01-25 00:30:55 +01:00
Christoph Oelckers
4d55c28b60
- moved a large batch of code from p_spec.cpp and a few other files into the maploader folder.
2019-01-24 20:27:34 +01:00
Christoph Oelckers
0a6b6173de
- Moved Strife conversation data into FLevelLocals.
2019-01-24 19:53:11 +01:00
Christoph Oelckers
97495e1857
- moved the tag manager into FLevelLocals
2019-01-24 01:53:05 +01:00
Christoph Oelckers
7e9340f3b7
- removed most global references to the tag manager by routing most access to FLevelocals.
2019-01-24 01:40:09 +01:00
Christoph Oelckers
9f8dd66189
- changed Polyobject thinkers to operate on the actual polyobjects instead of indices
...
This also changes the action special interface to pass a Level parameter to the separate functions and makes a few other minor adjustments to the polyobject code.
2019-01-24 01:05:07 +01:00
Christoph Oelckers
65750bd7bf
Wrap all iterator calls in the map loader into FLevelLocals methods.
...
This should later be done for everything else as well, but the map loader should really be free of global dependencies ASAP.
Also replace TThinkerIterator<AActor> with FThinkerIterator globally because this only adds pointless type checks - with all actor subclasses being scripted this class has become redundant.
2019-01-24 00:43:43 +01:00
Christoph Oelckers
85b5f8d0a0
- moved several setup methods into the map loader
...
Code hasn't been moved yet, this only changes the declarations.
2019-01-24 00:22:18 +01:00
Christoph Oelckers
ac7a9183aa
- re-applied the changes for p_spec.cpp
...
This is mostly map loader code which really should not operate on the global level.
2019-01-24 00:02:51 +01:00
Christoph Oelckers
ceb38751f0
- fixed some merging issues.
2019-01-23 22:01:37 +01:00
Christoph Oelckers
5e4ef04a4d
- allow assignment of line IDs through LevelCompatbility.
2019-01-23 21:40:19 +01:00
Christoph Oelckers
f22121a9df
- recalculate the line deltas if a nodebuild is needed
...
One potential cause is moving around vertices in which case these do not match anymore
2019-01-23 21:38:48 +01:00
Christoph Oelckers
7966282c1c
- Fixed error reporting for the BSP loader
...
Using global variables for this is bad, and it didn't even catch all cases. Now a node build is only considered successful if everything is set up successfully.
# Conflicts:
# src/maploader/maploader.cpp
2019-01-23 21:34:57 +01:00
Christoph Oelckers
4de649d4d1
- major cleanup of p_scroll.cpp to eliminate the use of indices to access sidedefs and sectors.
2019-01-23 20:39:38 +01:00
Christoph Oelckers
8b18ed4759
- store the index of each map item in the struct itself and return that for the Index function.
...
If we ever want to refactor the global level data these must not reference the 'level' variable.
The main parts of the map loader cannot use this information, because it can only be created after running the node builder, so it got its own set of index functions instead.
2019-01-06 00:41:46 +01:00