Commit graph

72 commits

Author SHA1 Message Date
Christoph Oelckers
355219d614 - fixed several scale related floating point conversion warnings. 2022-06-15 22:15:36 +02:00
nashmuhandes
39481f0d07 - Add support for loading lightmap data generated by ZDRay
- Initialize lightmap texture in the hardware abstract parts of the engine
2021-09-24 14:51:48 +08:00
Christoph Oelckers
c4ed0cefde - MBF21: implemented new line flags.
While 'block players' was just a simple remap, 'block land monsters' required quite a bit of work...
This also fixes the bug that BLOCK_FLOATERS was never checked for sliding against a wall.
2021-06-28 20:17:08 +02:00
PaulyB
573b2958c6 Added MTF_NOCOUNT to spawn flags 2020-04-27 20:30:37 +02:00
Kevin Caccamo
b443d0755e Change ML_NOSKYWALLS and add ML_DRAWFULLHEIGHT
ML_DRAWFULLHEIGHT will be used to draw walls from the front/back sector's floor to the other sector's ceiling.
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
860edd490a - defaulted a few empty constructors. 2019-06-21 07:52:25 +02:00
Christoph Oelckers
6451b7d592 - moved the combined compatibility flags into FLevelLocals. 2019-01-29 19:28:22 +01:00
ZZYZX
b911bbc424 Single commit - destructible geometry feature 2018-10-31 17:22:09 +01:00
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
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
56e2db38fd - Use FName instead of FString to store arg0str in FMapThing.
This is because FMapThing gets memset to 0 and changing that would cause more work than it is worth to keep the string. The only thing it is used for is the color for dynamic lights and those do not need case sensitivity so a name will just do as well, but require less adjustments elsewhere.
2018-01-21 09:10:04 +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
67e3106254 - add the default spotlight apertures in FMapThing 2018-01-04 23:31:10 +00:00
Jonathan Russell
7f7c720883 - added UDMF properties for spotlights (args have all been used up for dynlights) 2018-01-04 22:41:57 +00:00
Christoph Oelckers
2dff0e7309 - fixed: P_TranslateLinedef should not do any byte swapping but require passing of properly ordered values.
This gets called from several places, and the only one passing in potentially byte swapped values is P_LoadLineDefs.
All other uses of this function were essentially broken on PowerPC.
2017-05-04 23:52:16 +02:00
Christoph Oelckers
96d328de9b - removed all Doom Source license and all default Raven copyright headers and replaced them with GPLv3. Also fixed the license in a few other files.
For some files that had the Doom Source license attached but saw heavy external contributions over the years I added a special note to license all original ZDoom code under BSD.
2017-04-17 13:33:19 +02:00
Christoph Oelckers
f864a09faa - moved more varialbles into FLevelLocals. 2017-03-17 12:49:43 +01:00
Christoph Oelckers
ba0f5a3f94 - most WORD and SWORD are gone. 2017-03-08 18:55:55 +01:00
Christoph Oelckers
8ab562ef13 - the fourth. 2017-03-08 18:55:54 +01:00
Christoph Oelckers
c630b07011 - replaced SDWORD with int32_t globally.
This type wasn't used in the software rendering code so it could be removed already. The other homegrown types will have to be dealt with later.
2017-03-03 19:35:08 +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
970c168b13 - re-added serialization of treanslations.
- removed more dead code.
2016-09-20 19:45:32 +02:00
Christoph Oelckers
b2a88c1abd - fixed: mapthinghexen_t::flags needs to be unsigned.
This is necessary so that an incorrectly set 0x8000 bit won't enable all high flags.
2016-07-05 01:17:12 +02:00
Christoph Oelckers
66929cbaff - floatified p_trace, p_slopes and p_udmf.cpp.
- major cleanup of unused code.
2016-03-30 16:30:22 +02:00
Christoph Oelckers
f60eac8dc0 - floatified FMapThing, dropoffz and GetBobOffset 2016-03-23 12:21:52 +01:00
Christoph Oelckers
4155e84a1c - made player_t::crouchoffset and FPlayerStart's coordinates doubles and added a float version of divline_t so that I could complete the conversion of Hexen's game code.
- consolidated the actor based damage factor code which was repeated multiple times in various damage inflicting functions.
2016-03-22 00:06:58 +01:00
Christoph Oelckers
4e60ea0252 - made AActor::alpha a floating point value
- replaced some uses of FRACUNIT with OPAQUE when it was about translucency.
- simplified some overly complicated translucency multiplications in the SBARINFO code.
2016-03-21 12:18:46 +01:00
Christoph Oelckers
1ff4bb419c - made AActor::gravity and FMapThing::gravity floats. 2016-03-21 00:51:19 +01:00
Christoph Oelckers
ada5097e34 - converted scale variables in AActor, FMapThing and skin to float. 2016-03-20 12:13:00 +01:00
Christoph Oelckers
3c25b2c066 - some redesign of P_CheckSight to handle portals.
Portal stuff not tested yet.
2016-03-07 21:59:32 +01:00
Randy Heit
55142078d8 Normalize line endings 2016-03-01 09:47:10 -06:00
Christoph Oelckers
9bfd676783 - allow setting the FloatbobPhase through UDMF. 2015-11-29 11:28:26 +01:00
Randy Heit
bbbbb7ac9d Reorder FMapThing to remove padding 2015-04-04 18:20:03 -05:00
Christoph Oelckers
bd96adafda - cleanup 2015-04-04 14:12:04 +02:00
Christoph Oelckers
51591d10b0 - handle slope things through new definition tables as well. Since these get processed outside P_SpawnMapThing it required some restructuring so that the actual spawn data is present when slope things get processed.
- removed FMapThing::Serialize because it isn't used anywhere - it was rather broken anyway.
2015-04-04 10:25:01 +02:00
Christoph Oelckers
9e5bf38123 - handle all special mapthing items (player starts, polyobj spots) via the new MAPINFO method instead of hard coding them in the spawn function.
(Note: The buildmap loading code should be adjusted to the new functionality as well eventually.)
2015-04-03 21:17:10 +02:00
Teemu Piippo
770547e661 - added udmf key midtex3dimpassible which causes the midtex to behave like a finite-height impassible line; practically this means the mid texture lets projectiles pass through it. 2014-09-28 17:17:19 +03:00
Christoph Oelckers
e92032e8ff - fixed: The map setup code was still truncating texture names in several places. 2014-05-16 22:48:37 +02:00
Gaerzi
4cac599b88 Less flags, more generic properties 2014-04-11 00:58:59 +02:00
Gaerzi
580094a792 More editing flags
PSX-inspired flags to change the render styles of monsters (and other
things).
2014-04-10 12:32:23 +02:00
Christoph Oelckers
6a07118ea4 - added ML_BLOCKHITSCAN line flag. 2013-08-09 20:35:10 +02:00
Christoph Oelckers
0a258f95ea - added gravity property to UDMF things. Positive values are multiplied with the class's gravity property, negative values are used as their absolute. 2013-08-09 16:25:16 +02:00
Randy Heit
0c8e4c37d9 - The complete FMapThing is overkill for storing player starts, so use a new minimal structure for them.
SVN r3750 (trunk)
2012-07-08 02:18:15 +00:00
Randy Heit
71601f91d1 - Added MAPINFO flag RandomPlayerStarts. In this mode, no voodoo dolls are spawned. Instead, all
player starts are added to a pool, and players spawn at a random spot.

SVN r3749 (trunk)
2012-07-08 01:43:47 +00:00
Christoph Oelckers
a2acc382df - added a 'block sight' line flag.
- updated UDMF spec for player class and skill amount because the old menu limits no longer apply.
- fixed: FloorAndCeiling_LowerRaise needs to consider 4 args in maps to account for the Boom compatibility hack parameter.


SVN r3121 (trunk)
2011-01-23 10:52:18 +00:00
Christoph Oelckers
df138fe4f9 - added a ClearCounters function to AActor that handles everything necessary to un-count an item that is not supposed to be counted but has some of the COUNT* flags set.
- merged all places where secrets are credited into one common function.
- added the Doom64 COUNTSECRET actor flag.
- fixed: AInventory::CreateCopy did not clear the COUNTITEM flag.
- fixed: Dropping an item did not increase the item count but the dropped item could still have the COUNTITEM flag. Now this flag gets cleared when the item gets picked up so that dropped items don't count a second time.

SVN r2826 (trunk)
2010-09-19 00:06:45 +00:00
Christoph Oelckers
883510efe2 - added UMDF property to assign conversation dialogues to mapthings.
SVN r2567 (trunk)
2010-08-22 17:18:46 +00:00