Commit graph

186 commits

Author SHA1 Message Date
Christoph Oelckers
2edf02d731 - moved map loader files to a subdirectory. 2018-12-27 17:11:10 +01:00
Christoph Oelckers
733cd5260a - moved slope creation functions and most initialize-time variables into MapLoader class. 2018-12-27 12:33:18 +01:00
Christoph Oelckers
2e22c01d45 - moved most content of p_setup.cpp into a MapLoader class. 2018-12-27 12:33:17 +01:00
Kevin Caccamo
e04fc026ff Expand UDMF and ZScript API for side's own additive colors
Add 'useowncoloradd_{top,mid,bottom}' sidedef properties to the UDMF 
spec
Only use side's additive colors if 'useowncoloradd_(top|mid|bottom)' is 
set.
Rename UseOwnColors flag to UseOwnSpecialColors
Add UseOwnAdditiveColor flag to side_t::part
Add EnableAdditiveColor to side_t
Add Side.EnableAdditiveColor to ZScript API
2018-12-26 16:58:27 +01:00
Kevin Caccamo
0773e6a98e Rework implementation as per the new specification
The new specification is more flexible, and allows assigning additive 
colors to individual parts of a sector (walls, sprites, flats) and even 
individual parts of a side (top, middle, bottom)

Add AdditiveColors arrays to sector_t and side_t::part
Initialize AdditiveColors arrays to 0
Export AdditiveColors to ZScript
Save AdditiveColors in saved game files
Use colors from AdditiveColors arrays when setting the additive color 
for the render state
Add code to parse the new UDMF additive color properties
Remove additive color slot from sector color/part enum
Add SetAdditiveColor to sector_t and side_t
Add GetAdditiveColor to side_t
Export new methods and additive color arrays to ZScript
2018-12-26 16:58:27 +01:00
Kevin Caccamo
80bcac48ef Forcibly assign 0 to the additive special color 2018-12-26 16:58:27 +01:00
Kevin Caccamo
e5d43a734a Initial work on Doom64-style fade/glow 2018-12-26 16:58:27 +01:00
Christoph Oelckers
a3265c2963 - more direct native entry points. 2018-12-04 23:12:16 +01:00
Christoph Oelckers
59b4e297c0 - fixed the mapping of additive translucency to color-based translucency.
The destination mode sould be 'One', not 'InvSrcColor'.
Now both of these are available as explicit modes, not just through the optional mapping.
2018-11-27 19:43:10 +01:00
Christoph Oelckers
f2dcff4386 - more options for Doom 64 style gradients on walls:
* Colors can npw be defined per sidedef, not only per sector.
* Gradients can be selectively disabled or vertically flipped per wall tier.
* Gradients can be clamped to their respective tier, i.e top and bottom of the tier, not the front sector defines where it starts.

The per-wall colors are implemented for hardware and softpoly renderer only, but not for the classic software renderer, because its code is far too scattered to do this efficiently.
2018-11-11 16:04:36 +01:00
Christoph Oelckers
3448749de6 - replaced a few temporary allocations with TArray and added a few convenience loader functions for this.
Amazingly with today's optimizers this creates code which is just as good as doing it all manually with the added benefit of being safer.
2018-11-10 11:56:18 +01:00
ZZYZX
d85e5afdfb Destructible geometry - minor fixes and 3D floor support 2018-11-07 00:12:37 +01:00
ZZYZX
b911bbc424 Single commit - destructible geometry feature 2018-10-31 17:22:09 +01:00
Christoph Oelckers
d37cd63fda - use setter methods for glow initialization of sectors. 2018-10-20 11:28:51 +02:00
Christoph Oelckers
fad406c4c9 - got rid of FNameNoInit and made the default constructor of FName non-initializing.
This setup has been a constant source of problems so now I reviewed all uses of FName to make sure that everything that needs to be initialized is done manually.
This also merges the player_t constructor into the class definition as default values.
2018-08-19 08:19:19 +02:00
Christoph Oelckers
b612e182b4 Merge branch 'indexbuffer'
# Conflicts:
#	src/gl/data/gl_vertexbuffer.h
#	src/gl/scene/gl_flats.cpp
#	src/hwrenderer/data/flatvertices.h
2018-05-22 22:10:21 +02:00
alexey.lysiuk
c6f7d92c76 - added forced automap style to linedef, UDMF only
https://forum.zdoom.org/viewtopic.php?t=59808
2018-05-19 17:09:26 +02:00
RockstarRaccoon
90cb0b3215 - added 'revealed on automap' linedef flag, UDMF only
https://forum.zdoom.org/viewtopic.php?t=59808
2018-05-19 17:09:26 +02:00
Christoph Oelckers
fd3681dae2 - use an indexed vertex buffer to render the flats.
Right now this has no advantage but it allows optimizing the data, e.g. rendering an entire sector in one go instead of per subsector.
2018-05-19 13:33:28 +02:00
Christoph Oelckers
9bdb0f2e49 - renamed the flag bits for sector_t::MoreFlags, so that they are easier to distinguish from sector_t::Flags.
- precalculate if a sector's floor and ceiling plane overlap. This avoids rechecking this for each single call of hw_FakeFlat.
- vertices must be marked dirty every time they change after map setup. That means that ChangePlaneTexZ must do this as well, because it cannot rely on interpolation taking care of it.
- Having a 'dirty' argument for SetPlaneTexZ's ZScript version makes no sense. If the value changes from the script side the vertices must always be marked to be recalculated.
2018-05-01 11:29:29 +02:00
alexey.lysiuk
2ae8d39441 Removed all superfluous #include's
Automatically optimized by CLion IDE with manual corrections
2018-04-24 14:30:35 +03:00
Jason Francis
4494b18e8a Enable string & float user_ properties in UDMF things 2018-03-24 10:20:39 +01:00
Christoph Oelckers
6aaf5df617 - reworked spot lights to receive all relevant information through the args.
As a bonus, arg0str can now be used for all dynamic lights to pass a color in textual form, including X11R6RGB-names.
2018-01-20 22:41:28 +01:00
Christoph Oelckers
dbf0a68b02 Merge commit '67e3106254e987f5acb9534e725d4f5c3eaa82b2'
# Conflicts:
#	src/doomdata.h
#	src/namedef.h
#	src/p_udmf.cpp
2018-01-20 19:07:54 +01:00
Rachael Alexanderson
9c189e5d4b - expose a monster's 'friendlyseeblocks' to UDMF 2018-01-09 15:30:45 -05:00
Jonathan Russell
254501d3e8 - fixing last commit, which didn't seem to work correctly 2018-01-04 23:09:48 +00:00
Christoph Oelckers
211783c110 - added the UDMF sector scroll fields from Eternity.
These are currently untested and need review, especially regarding the scroll factor that gets applied to the numbers.
2017-06-04 18:03:43 +02:00
Christoph Oelckers
090502b243 - moved the 'no player start' check to the end of G_DoLoadLevel because inside G_FinishTravel it would leave some data in undefined places that later can cause a crash. 2017-04-25 19:55:05 +02:00
alexey.lysiuk
2bb16c684f Fixed crash caused by 0-length lines in UDMF
When line was removed during processing bogus entries remained in sidedefs array
2017-04-24 15:57:30 +03:00
Christoph Oelckers
6599e2c425 - moved the VM types into their own file and only include it where really needed. 2017-04-13 01:12:04 +02:00
Christoph Oelckers
74a2d58a52 - made the coordinate check fatal. If this happens the loaded map will be broken, there is no point trying to recover. 2017-03-23 10:19:07 +01:00
Christoph Oelckers
f31fb64750 - added range checks to UDMF coordinate fields. 2017-03-23 10:09:54 +01:00
Christoph Oelckers
9a24771a7d - refactored FDynamicColormap out of sector_t.
This has increasingly become an obstacle with the hardware renderer, so now the values are being stored as plain data in the sector, with the software renderer getting the actual color tables when needed. While this is a bit slower than storing the pregenerated colormap, in realistic situations the added time is mostly negligible in the microseconds range.
2017-03-15 22:04:59 +01:00
Christoph Oelckers
921abc404d - fixed GCC warnings and errors
(Is there anyway to tone down GCC's warning level? It outputs too many false positives for potentially uninitialized variables in which the genuine errors get drowned.)
2017-03-11 19:02:35 +01:00
Christoph Oelckers
bd7476fb8d - untangled r_defs.h from actor.h
Both files can now be included independently without causing problems.
This also required moving some inline functions into separate files and splitting off the GC definitions from dobject.h to ensure that r_defs does not need to pull in any part of the object hierarchy.
2017-03-10 02:22:42 +01:00
Christoph Oelckers
4a87a598fb - do floatification of the UDMF Health property as it should have been. 2017-02-28 00:59:09 +01:00
Christoph Oelckers
3700dea336 Revert "- the UDMF health key for actors was not correctly implemented. This addresses the problem by adding a second one and documenting 'Health' as implemented."
This reverts commit e4e023e59a.

(This was nonsense.)
2017-02-27 22:05:20 +01:00
Christoph Oelckers
e4e023e59a - the UDMF health key for actors was not correctly implemented. This addresses the problem by adding a second one and documenting 'Health' as implemented.
- fixed: Several ZDoom-exclusive actor keys did not check the current namespace.
2017-02-26 23:21:56 +01:00
Christoph Oelckers
8cac2d8c84 - added a NOATTACK sector flag which prevents monsters from going to their attack states if present. 2017-02-26 20:27:02 +01:00
Christoph Oelckers
ee6e427e78 - fixed: USDF did not allow specials > 255. 2017-02-26 16:54:09 +01:00
Christoph Oelckers
46d12635ce - fixed warning 2017-02-15 13:17:20 +01:00
Christoph Oelckers
6fef653aa1 - exported GetUDMF methods to scripting. 2017-02-15 01:03:47 +01:00
Christoph Oelckers
2021baf47d - fixed: The 'transparent' line flag did not work due to a leftover OPAQUE constant where floats were expected. 2017-02-07 00:24:04 +01:00
Christoph Oelckers
8e469c1343 Corrected bad 'or' operation 2017-01-29 09:57:55 +01:00
Christoph Oelckers
95afc97d48 - ok, that color_absolute option was pretty much redundant, considering that it is already possible to explicitly set a fog density per sector - it was only necessary to give that priority over standard depth fade calculations for fog-less sectors. 2017-01-28 21:42:58 +01:00
Christoph Oelckers
476aceb5d7 - added new properties to UDMF spec.
- implemented color_absolute flag,
2017-01-28 21:22:48 +01:00
Christoph Oelckers
dbbd797baa - added the needed properties for Doom64 colors and a little FraggleScript hack to test it with existing maps. 2017-01-28 19:05:39 +01:00
Christoph Oelckers
472ace1bea - removed the needless copying around of the vertexdatas array. The slope code can just use this from the TArray created by the UDMF parser. 2017-01-09 01:40:14 +01:00
Christoph Oelckers
12037fdc95 - made the vertexes array VM friendly. 2017-01-09 00:46:16 +01:00
Christoph Oelckers
cd7986b1b1 - refactored global sides array to be more VM friendly.
- moved FLevelLocals to its own header to resolve some circular include conflicts.
2017-01-08 18:46:17 +01:00