Commit graph

295 commits

Author SHA1 Message Date
Christoph Oelckers
e3eaa5964d - removed v_video.h include from portals.h
This has no business in a play related file which also made no use of it.
2019-02-01 00:30:21 +01:00
Christoph Oelckers
fa3312e2a9 - moved gamestate_t to g_game.h.
This made reviewing the code for accessing the global state hard, because the doomdef.h contains mainly constants, this particular item was the only thing in there that represents actual engine state.
2019-01-31 00:28:43 +01:00
Christoph Oelckers
60873bc5d6 Moved the PointInSector functions into FLevelLocals 2019-01-29 01:30:41 +01:00
Christoph Oelckers
44f622c644 - more XCode warnings fixed. 2019-01-28 15:41:52 +01:00
Christoph Oelckers
d1ca3ef994 - added braces as per XCode's suggestion. 2019-01-28 15:20:02 +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
9b1b6db85d - added a pseudo-serializer for FLevelLocals pointers.
This doesn't really write out any info for the pointer, if the level does not match it just errors out.
This is both for quick detection of badly used level data and for automatic restoring of the pointer from the serializer's working level.

This also removed the temporary workarounds in DAutomap and DLevelScript to restore these pointers when a savegame is loaded.
2019-01-26 21:23:19 +01:00
Christoph Oelckers
fe06c49e34 - fixed: DAutomap::Serialize needs to call its super method. 2019-01-26 17:54:58 +01:00
Christoph Oelckers
05830455e7 - made the automap an object.
This simplifies handling a lot because it allows to make the level the owner of its map.
2019-01-26 15:21:20 +01:00
Christoph Oelckers
4c250a58ca - reroute all uses of FActorIterator and NActorIterator through FLevelLocals. 2019-01-24 18:50:22 +01:00
Christoph Oelckers
64595abe60 - moved main polyobject array into FLevelLocals and simplified the setup process to not depend on P_SpawnMapThing.
Since the SpawnedThings array is still available when polyobjects are spawned it makes no sense to create an expensive linked list in P_SpawnMapThing.
This can be done far better by scanning through the array again and collect all matching items in a second array.
2018-12-28 10:08:39 +01:00
Christoph Oelckers
e279214f5b - removed the hasglnodes variables.
Since the software renderer also requires GL nodes now this was always true.
2018-12-20 18:40:19 +01:00
Christoph Oelckers
9409843931 - replaced the last access operator, too
Now everything uses a function.
This really wasn't what operators are supposef to be used for.
2018-12-07 03:01:40 +01:00
Christoph Oelckers
79a0f76801 - replaced TexMan.operator() with two functions.
This was done to make reviewing easier, again because it is virtually impossible to search for the operators in the code.

Going through this revealed quite a few places where texture animations were on but shouldn't and even more places that did not check PASLVERS, although they were preparing some paletted rendering.
2018-12-07 02:53:18 +01:00
Christoph Oelckers
6eab4a882c - narrowing down the public interface of the texture class
Cannot refactor if the entire class is this wide open to everything.
Not complete yet, doesn't fully compile!
2018-12-06 01:11:04 +01:00
Christoph Oelckers
9348baeeb1 Removed all remaining references to AInventory
What remains is the class definition and one single reference that will be scriptified.
2018-12-04 17:11:36 +01:00
Christoph Oelckers
cd563cc4db Removed more literal references to AInventory. 2018-12-04 17:00:48 +01:00
Christoph Oelckers
cfe51f0c30 - hole filling subsectors must also be explicitly triangulated for the automap because they may be non-convex. 2018-11-10 08:04:03 +01:00
Christoph Oelckers
49bfdbef9f - create an intermediate structure between sectors and subsectors.
A section is a continuous part of a sector or in some case of several nearby continuous parts. For sectors with far away parts multiple sections will be created, especially when they lie in disjoint parts of the map.
This is mainly supposed to cut down on time for linking dynamic lights. Since they need to traverse subsectors to find all touching sidedefs a more coarse data structure that only contains the info needed for this is more suitable. In particular, this does not contain any intra-sector lines, i.e. those with both sides in the same sector.
2018-11-04 20:10:51 +01:00
Christoph Oelckers
548ccb1df4 - removed some references to r_viewpoint in game code
Mainly to reduce number of search results.
2018-06-19 11:20:36 +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
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
Christoph Oelckers
df4f435952 - merged vid_renderer, swtruecolor and r_polyrender into one CVAR to reduce menu clutter.
- with renderers freely switchable, some shortcuts in the 3D floor code had to be removed, because now the hardware renderer can get FF_THISINSIDE-flagged 3D floors.
- changed handling of attenuated lights in the legacy renderer to be adjusted when being rendered instead of when being spawned. For the software renderer the light needs to retain its original values.
2018-04-07 23:30:28 +02:00
Christoph Oelckers
853903bb7e - removed the border refresh counter.
This was just a relic of DirectDraw as main backend and is no longer needed.
2018-04-03 00:50:40 +02:00
Christoph Oelckers
8be788a9b3 - moved portal data into FLevelLocals. 2018-04-01 20:17:39 +02:00
Christoph Oelckers
a40e085a46 - 2D drawer implementation complete for hardware renderer.
This also replaces DTA_ColormapStyle with proper implementations of its components. As implemented it was a very awkward mixture of various effects that already existed in a separate form. As a result of its implementation it required additional but completely redundant shader support which could be removed now. As a side effect of this change a new DTA_Desaturate option was added.
2018-03-29 16:21:21 +02:00
Christoph Oelckers
c06ad5c59c - separated DFrameBuffer from DCanvas.
This was a bad idea from the start and really only made sense with DirectDraw.
These days a FrameBuffer represents an abstract hardware canvas that shares nothing with a software canvas so having these classes linked together makes things needlessly complicated.
The software render buffer is now a canvas object owned by the FrameBuffer.

Note that this commit deactivates a few things in the software renderer, but from the looks of it none of those will be needed anymore if we set OpenGL 2 as minimum target.
2018-03-27 14:14:46 +02:00
Christoph Oelckers
e89a598b31 - renamed FTexture's UseType flags and gave them a dedicated type.
This was done mainly to reduce the amount of occurences of the word FTexture but it immediately helped detect two small and mostly harmless bugs that were found due to the stricter type checks.
2018-03-25 20:26:16 +02:00
Christoph Oelckers
94eadb1a8c - made it compile again. 2018-03-18 13:47:40 +01:00
Rachael Alexanderson
37fa3fa25e - add variables 'am_unexploredsecretcolor' and 'am_ovunexploredsecretcolor' to mark undiscovered secrets differently in the automap 2018-03-10 10:36:43 -05:00
alexey.lysiuk
a3d1efc8d6 Better angle selection for rotated automap sprites
https://forum.zdoom.org/viewtopic.php?t=58348
2017-12-30 12:08:32 +02:00
alexey.lysiuk
bfaa09c429 Fixed crash after restart CCMD 2017-12-23 15:48:28 +02:00
alexey.lysiuk
de12902d77 Increased limit for automap empty space margin to 90%
https://forum.zdoom.org/viewtopic.php?t=58653
2017-12-14 16:18:27 +02:00
alexey.lysiuk
ebb926e7b0 Added free space margin aka safe frame for automap
am_freespacemargin CVAR and corresponding menu options can set empty space margin for automap in percentage of zoomed out size
https://forum.zdoom.org/viewtopic.php?t=58653
2017-12-09 17:38:34 +02:00
Christoph Oelckers
6a34092742 - fixed automap positioning with linked portals and a camera actor that is transitioning a sector portal. 2017-05-14 13:12:39 +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
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
91ac6e30fe - fixed: The automap tried to access a variable before it was initialized.
The fix is not ideal but the way this code is used it cannot be done any better.
2017-03-30 18:51:24 +02:00
Christoph Oelckers
1d4ab0cc2a - implemented proper scaling for the status bar itself.
This allows using the UI scale or its own value, like all other scaling values.
In addition there is a choice between preserving equal pixel size or aspect ratio because the squashed non-corrected versions tend to look odd, but since proper scaling requires ununiform pixel sizes it is an option.

- changed how status bar sizes are being handled.

This has to recalculate all scaling and positioning factors, which can cause problems if the drawer leaves with some temporary values that do not reflect the status bar as a whole.
Changed it so that the status bar stores the base values and restores them after drawing is complete.
2017-03-29 19:23:40 +02:00
Christoph Oelckers
b9485d4edf - ported the Hexen status bar to zscript.
Note that DrawBar with a background texture does not work yet because the clipping rectangle is not done yet.
2017-03-28 11:00:05 +02:00
Christoph Oelckers
9bffe4ee50 - scriptified the main statusbar interface and the Strife status bar.
Note that the Strife status bar does not draw the health bars yet. I tried to replace the hacky custom texture with a single fill operation but had to find out that all the coordinate mangling for the status bar is being done deep in the video code. This needs to be fixed before this can be made to work.

Currently this is not usable in mods because they cannot initialize custom status bars yet.
2017-03-22 00:32:52 +01:00
Christoph Oelckers
33d36157c8 - moved the blockmap into a substructure of FLevelLocals.
This part can certainly improved a lot but the most important thing, grouping all those global variables into one place, is done.
2017-03-17 14:24:21 +01:00
Christoph Oelckers
f201dab534 - moved the subsectors into FLevelLocals. 2017-03-17 00:22:52 +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
d72623b9b5 - eliminated global in_area variable.
Removing this made me realize that calling the renderers' FakeFlat functions from the automap is inherently unsafe with the recent refactorings because there is absolutely no guarantee that the data may actually still be defined when the automap is being drawn.
So the best approach here is to give the automap its own FakeFlat function that runs independently of render data and assumptions of data preservation. This one can also be a lot simpler because it only needs the floor, not the ceiling info.
2017-03-12 23:13:07 +01:00
Christoph Oelckers
9b33d1dd18 Merge branch 'scene_multithreaded' of https://github.com/raa-eruanna/qzdoom into 3.0_work
# Conflicts:
#	src/gl/scene/gl_clipper.cpp
#	src/gl/scene/gl_portal.cpp
#	src/gl/scene/gl_scene.cpp
#	src/swrenderer/scene/r_scene.cpp
2017-03-12 00:38:55 +01:00
Christoph Oelckers
0aa0db637c - started adding a SceneDrawer class to the OpenGL renderer.
This will eventually hold all the global variables for the rendering.
2017-03-12 00:19:20 +01:00
Magnus Norddahl
0c9014b984 - move r_utility globals into r_viewpoint and r_viewwindow
- change r_utility functions to only work on FRenderViewpoint and FViewWindow
2017-03-11 23:28:07 +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
c008ddaf66 - replaced homegrown SWORD, SBYTE and uint32_t types. 2017-03-09 19:31:45 +01:00
Rachael Alexanderson
cc9a2e5121 Merge https://github.com/coelckers/gzdoom 2017-03-08 21:25:24 -05:00
Christoph Oelckers
ba0f5a3f94 - most WORD and SWORD are gone. 2017-03-08 18:55:55 +01:00
Rachael Alexanderson
7a5df2bc28 Merge commit 'b0eb19b' 2017-02-26 13:41:02 -05:00
Christoph Oelckers
a6761463af - added a new showtriggerlines mode that doesn't exclude doors.
- use lambdas for the AM checker functions.
2017-02-26 15:01:55 +01:00
Rachael Alexanderson
a52f79055d Merge https://github.com/coelckers/gzdoom
# Conflicts:
#	src/menu/playerdisplay.cpp
2017-02-11 05:05:24 -05:00
Christoph Oelckers
8c780ab7ff - exported the drawer function of the colorpicker menu. 2017-02-10 13:21:35 +01:00
Rachael Alexanderson
5948c7b0da Merge https://github.com/coelckers/gzdoom 2017-02-08 18:42:24 -05:00
Christoph Oelckers
a6785afddb - optimized the FName versions of IsDescendantOf and IsKindOf. These can be done without first looking up the class type itself. 2017-02-08 15:47:22 +01:00
Rachael Alexanderson
59f32d497d Merge https://github.com/coelckers/gzdoom
# Conflicts:
#	src/r_things.cpp
#	src/v_draw.cpp
2017-02-05 00:08:01 -05:00
Christoph Oelckers
dadc8e2ec2 - removed all uses of DTA_Translation except for the single one that passes a custom built table.
This means that with the exception of 3 pointers the DrawTexture interface only accepts numeric values now.
Still need to get rid of the last 3 to have this ready for scripting.
2017-02-04 23:26:28 +01:00
Christoph Oelckers
d3ed83942f - did some preparations to ParseDrawTextureTags to allow using the same code for parsing tag lists generated by the VM.
- removed the fixed point alpha tag from DrawTexture and replaced all uses with the floating point version.
2017-02-04 13:11:12 +01:00
Rachael Alexanderson
0c101102dc Merge https://github.com/coelckers/gzdoom
# Conflicts:
#	src/r_bsp.cpp
#	src/r_main.cpp
#	src/r_segs.cpp
#	src/r_things.cpp
#	wadsrc/static/language.enu
#	wadsrc/static/menudef.txt
2017-01-28 17:39:55 -05:00
Christoph Oelckers
ee22a9371b - use Doom64 colors on sectors and linedefs. 2017-01-28 20:44:46 +01:00
Rachael Alexanderson
410a1aa24c Merge https://github.com/coelckers/gzdoom 2017-01-20 20:56:02 -05:00
Christoph Oelckers
f5421491ec - wrapped the entire DSBarInfo class in a container and completely decoupled it from DBaseStatusBar.
The idea is, when status bars are moved to ZScript that only this small wrapper class needs to be dealt with and the implementation can be left alone. SBARINFO is far too complex to be scriptified, but having it inherit directly from DBaseStatusBar and access its member variables severely limits the options of dealing with the status bar code. This way, it only accesses some globally visible functions in DBaseStatusBar and no variables.

- renamed the global ST_X and ST_Y variables because it is far too confusing and error-prone to have the same names inside and outside DBaseStatusBar.
2017-01-20 11:11:22 +01:00
Rachael Alexanderson
9333ce1888 Merge https://github.com/coelckers/gzdoom 2017-01-18 21:15:08 -05:00
Christoph Oelckers
2fcffd1fc1 - removed the remaining native parts of ABasicArmor.
- simplified some FindInventory calls using PClass::FindActor to call the variant taking a name directly.
2017-01-18 22:57:47 +01:00
Christoph Oelckers
d8acf774a6 - scriptified the remains of AKey.
- replaced Key.KeyNumber with special1. This is only for internal bookkeeping purposes so there's really no need to complicate this with a new variable when this one works just as well.
2017-01-18 15:17:12 +01:00
Rachael Alexanderson
590781d4a6 Merge https://github.com/coelckers/gzdoom 2017-01-18 05:19:34 -05:00
Christoph Oelckers
cfdd580044 - deleted a_artifacts files. 2017-01-18 10:44:51 +01:00
Rachael Alexanderson
2583c94444 Merge https://github.com/coelckers/gzdoom 2017-01-13 09:15:22 -05:00
Christoph Oelckers
d338ca3ec1 - scriptified the sector actions. 2017-01-13 13:51:47 +01:00
Rachael Alexanderson
05662e5c4d Merge https://github.com/coelckers/gzdoom
# Conflicts:
#	src/r_bsp.cpp
#	src/r_plane.cpp
#	src/r_things.cpp
2017-01-09 09:51:06 -05:00
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
Christoph Oelckers
71d1138376 - refactored the global lines array into a more VM friendly form, moved it to FLevelLocals and exported it to ZScript.
- disabled the Build map loader after finding out that it has been completely broken and nonfunctional for a long time. Since this has no real value it will probably removed entirely in an upcoming commit.
2017-01-08 14:39:16 +01:00
Rachael Alexanderson
6e06adb795 Merge https://github.com/coelckers/gzdoom 2017-01-07 16:04:46 -05:00
Christoph Oelckers
c02281a439 - refactored the global sectors array into a more VM friendly type and moved it into FLevelLocals. 2017-01-07 19:32:24 +01:00
Magnus Norddahl
aa11534033 Remove unused (and broken in swrenderer) back boolean from FakeFlat interface 2017-01-03 18:55:12 +01:00
Christoph Oelckers
267b1842b4 - scriptified a few more of the simpler powerups. 2016-12-31 01:08:09 +01:00
Christoph Oelckers
6a4f867c91 Merge branch 'master' into zscript 2016-12-03 15:54:18 +01:00
Christoph Oelckers
30cbce051e - fixed: Custom automap colors were not invalidated on restart.
- fixed: D_DoomMain has 3 calls to D_DoomLoop but only the main call of these was capable of a clean restart.
2016-12-03 15:44:46 +01:00
Christoph Oelckers
a13e23dbe6 - scriptified some trivial stuff from g_shared. 2016-11-29 19:50:34 +01:00
Marisa Heit
55ee78fc0b Add bottomclip parameter to FillSimplePoly() for the software implementation
- Polygons will be clipped to bottomclip. If this is zero or below, they
  will be clipped to the bottom of the screen instead. This keeps the
  polygons from overwriting the status bar border for sofware 2D. The
  hardware version ignores it, since it always draws the status bar border
  every frame.
2016-11-05 22:49:33 -05:00
Christoph Oelckers
daf43f9d35 - added polyobject serializer.
- added sanity checks to prevent a savegame from being loaded with an incompatible map
- refactored a few things to simplify serialization.
- started work on main level serializer function.
2016-09-20 09:11:13 +02:00
Christoph Oelckers
fd7b833ad5 - added some helper code mainly designed to help GZDoom maintain the vertex buffer for the textured automap. 2016-08-06 19:20:41 +02:00
Christoph Oelckers
78055733c8 - fixed: automap markers were scaled too small 2016-05-18 21:25:58 +02:00
Christoph Oelckers
2447f7bc38 - renamed FTransform access functions. 2016-04-23 13:40:02 +02:00
Christoph Oelckers
bc2a5b3f16 - fixed typo in automap background position calculation. 2016-04-17 10:19:56 +02:00
Christoph Oelckers
1eeaee1ac7 - completely reviewed and fixed all codes using angles in the automap. 2016-04-07 13:05:29 +02:00
Christoph Oelckers
14b370df66 - fixed automap rotation to point upward, not downward when am_rotate is on. 2016-04-07 10:39:15 +02:00
Christoph Oelckers
b93d4a796a - fixed angles for am_rotate. 2016-04-06 17:28:31 +02:00
Christoph Oelckers
9b5a4b6d43 - removed several unused setter functions for level data structures and fixed some incorrect uses. 2016-04-02 22:05:23 +02:00
Christoph Oelckers
931774ab38 - fixed some issues with the PathTraverse and sight checking code:
* typo in calculating end position from a trace vector
 * must use floor to convert from floating point block coordinate to block index to account for running off the negative side of the blockmap. (Int cast always rounds toward zero which is wrong here.)
 * bad calculation of sight checking slopes - they has the actor's z coordinate duplicated.

- fixed scaling of automap markers.
2016-04-02 20:10:48 +02:00
Christoph Oelckers
8680391e0b - floatified the global view variables.
The software renderer still uses internal copies of the fixed point version.
2016-04-01 12:22:16 +02:00
Christoph Oelckers
8fd76f0c8a - floatified bmaporgx and bmaporgy, allowing to remove the gross overflow prevention hacks present in the blockmap code. 2016-03-31 09:23:14 +02:00
Christoph Oelckers
7a2c8fdc1c - floatified po_man.cpp and the remaining bits in p_lnspec.cpp 2016-03-31 00:41:21 +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