Commit Graph

117 Commits

Author SHA1 Message Date
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
Christoph Oelckers b1905c16ef - added UDMF LOcknumber property, submitted by Nightfall.
SVN r3331 (trunk)
2011-12-12 16:07:32 +00:00
Christoph Oelckers 163301dcd5 - took all includes of farchive.h out of headers. This file will have to be included explicitly in each source file that needs it.
SVN r3259 (trunk)
2011-07-06 14:20:54 +00:00
Christoph Oelckers 42091b1bb3 - changed AlterWeaponSprite so that it doesn't take a full vissprite as parameter.
- FCoverageBuffer is only used in r_things.cpp, so its declaration does not need to be in a global header that's included everywhere.


SVN r3258 (trunk)
2011-07-06 13:00:51 +00:00
Christoph Oelckers f8ba5af858 - separated sprite and skin maintenance code from r_things.cpp into a separate file.
SVN r3256 (trunk)
2011-07-06 10:24:40 +00:00
Christoph Oelckers 06d280f00a - moved all code not specific to the software renderer out of r_bsp.cpp.
SVN r3250 (trunk)
2011-07-05 19:50:01 +00:00
Christoph Oelckers 17ed7aaabd - moved the code from r_data.cpp to some better fitting places and deleted this file and r_data.h because the remaining parts of it were just a random collection of unrelated functions.
SVN r3248 (trunk)
2011-07-05 10:02:38 +00:00
Christoph Oelckers 7308e05ed0 - separated all voxel related resource maintenance code from r_things.cpp and r_data.cpp into its own file.
SVN r3246 (trunk)
2011-07-04 20:22:55 +00:00
Randy Heit ee8ca0de87 Fixed: Light levels outside the range [0,255] really do matter.
SVN r3223 (trunk)
2011-06-11 23:58:33 +00:00
Christoph Oelckers 1806e47e43 - fixed: Sector_SetLink did incorrect checks for the returned control sector
- added Sector_SetTranslucent special so set translucency of portal planes at run time.
- added 'additive' information for portal planes. This is no-op at the moment because the flat drawers can't handle additive translucency yet though.


SVN r3149 (trunk)
2011-02-12 09:53:40 +00:00
Christoph Oelckers fae8ed444c - merged 3dfloors2 branch into trunk.
SVN r3124 (trunk)
2011-01-29 11:09:38 +00:00
Randy Heit 2add3fb381 - Merge voxels back into trunk. Even if it needs further tweaking, it should at least be stable now.
SVN r3086 (trunk)
2011-01-02 18:02:27 +00:00
Christoph Oelckers 79c5080dda - added DavidPH's submission for specifying vertex heights directly in UDMF.
SVN r3037 (trunk)
2010-12-14 00:56:44 +00:00
Randy Heit f7fa3c8dbb - Add a SetCursor() call to I_SetCursor() when the pointer is within the window's client area to
make the pointer change instant instead of waiting until the next mouse event.

SVN r3010 (trunk)
2010-11-19 04:20:33 +00:00
Christoph Oelckers 492bead360 - add alpha property to sector_t::splane. Not used yet.
SVN r2992 (trunk)
2010-11-07 16:17:14 +00:00
Christoph Oelckers 4e1a514455 - fixed: Subsectors which are the origin of polyobjects should not be drawn on the textured automap because the vertices no longer are where they'd be expected to be.
SVN r2622 (trunk)
2010-08-28 16:51:41 +00:00
Christoph Oelckers 9a4abe0915 - merged automap branch into trunk.
SVN r2609 (trunk)
2010-08-27 15:20:05 +00:00
Randy Heit 9137ef04f6 - Added "SoundSequence" UDMF sector property. This is the name of the sound sequence to play for
the sector. Note that this contrasts with sound sequence things in that it takes a name and
  not a number. Also, placing a sound sequence thing in a sector will override this property.

SVN r2492 (trunk)
2010-08-07 04:32:18 +00:00
Randy Heit 677d07f837 - Merge BSP-able polyobjects back into the trunk.
SVN r2480 (trunk)
2010-08-01 02:41:56 +00:00
Christoph Oelckers 4ac64b6df7 - merged polyobject branch into trunk and made some adjustments for savegame compatibility.
SVN r2448 (trunk)
2010-07-23 05:56:25 +00:00
Christoph Oelckers 69861688dc - expanded r_smoothlighting into a r_fakecontrast CVAR that allows to set all 3 options: off, standard and smooth.
SVN r2314 (trunk)
2010-05-12 06:52:03 +00:00
Christoph Oelckers e0734b3c2d - ported GZDoom's new 'skyoffset' ANIMDEFS option for compatibility purposes.
SVN r1977 (trunk)
2009-11-13 21:28:39 +00:00
Christoph Oelckers a4f4994e18 - re-fixed polyobject CheckSwitchRange so that it doesn't have to alter the polyobject's linedefs.
SVN r1954 (trunk)
2009-10-30 07:03:26 +00:00
Randy Heit 321ab2f686 - Make TranslateToStartSpot() set the new sector references for a polyobj's
walls so that P_CheckSwitchRange() will work with them.


SVN r1951 (trunk)
2009-10-30 03:29:15 +00:00
Christoph Oelckers 7e2e62fd5c - fixed: sector_t::GetHeightSec checked the wrong MoreFlags.
SVN r1936 (trunk)
2009-10-25 19:39:43 +00:00
Christoph Oelckers f3f209160e - Renamed plane flags from SECF_* to PLANEF_*.
- Changed Heretic's plat raise type to use a flag to block further sector movement
  instead of keeping the dead thinker around.


SVN r1853 (trunk)
2009-09-17 10:40:38 +00:00
Christoph Oelckers 14a42bbada - changed line_t's sidenum into sidedef pointers.
SVN r1801 (trunk)
2009-09-06 20:45:56 +00:00
Christoph Oelckers e6aadca409 - changed side_t's linenum into a linedef pointer.
SVN r1800 (trunk)
2009-09-06 18:19:28 +00:00
Christoph Oelckers ba28749df7 - fixed: WIF_STAFF2_KICKBACK did not work anymore because it depended on conditions
that were changed some time ago.
- fixed: The damage inflictor for a rail attack was the shooter, not the puff.
- Fixed: Floor and ceiling huggers may not change their z-velocity when seeking.
- Fixed: UDMF set the secret sector flag before parsing the sector's properties,
  resulting in it always being false.
- Renamed sector's oldspecial variable to secretsector to better reflect its
  only use.
- Fixed: A_BrainSpit stored as the SpawnShot's target the intended BossTarget, 
  not itself contrarily to other projectile spawning functions. 
  A_SpawnFly then used the target for CopyFriendliness, thinking it'll be the 
  BossEye when in fact it wasn't.
- Added Gez's submission for a DEHACKED hack introduced by Boom.
  (using code pointers of the form 'Pointer 0 (x statenumber)'.
- fixed: Attaching 3DMidtex lines by sector tag did not work because lines
  were marked by index in the sector's line list but needed to be marked by
  line index in the global array.
- fixed: On Linux ZDoom was creating a directory called "~.zdoom" for 
  save files because of a missing slash.
- fixed: UDMF was unable to read floating point values in exponential format
  because the C Mode scanner was missing a definition for them.
- fixed: The recent changes for removing pointer aliasing got the end sequence
  info from an incorrect variable. To make this more robust the sequence index
  is now stored as a hexadecimal string to avoid storing binary data in a string.
  Also moved end sequence lookup from f_finale.cpp to the calling code so that
  the proper end sequences can be retrieved for secret exits, too.

SVN r1777 (trunk)
2009-08-30 10:43:51 +00:00
Christoph Oelckers e49da9bba9 - forgot something,,,
SVN r1763 (trunk)
2009-08-08 21:30:23 +00:00
Christoph Oelckers cd95473d57 - replaced all code that changed a sector's light level with a setter function.
SVN r1762 (trunk)
2009-08-08 20:03:43 +00:00
Randy Heit 93202a5488 - Removed -fno-strict-aliasing from the GCC flags for ZDoom and fixed the
issues that caused its inclusion. Is an optimized GCC build any faster
  for being able to use strict aliasing rules? I dunno. It's still slower
  than a VC++ build.
  
  I did run into two cases where TAutoSegIterator caused intractable problems
  with breaking strict aliasing rules, so I removed the templating from it,
  and the caller is now responsible for casting the probe value from void *.
- Removed #include "autosegs.h" from several files that did not need it
  (in particular, dobject.h when not compiling with VC++).


SVN r1743 (trunk)
2009-08-02 03:38:57 +00:00
Christoph Oelckers da2df2778e Added Line_SetTextureScale.
SVN r1658 (trunk)
2009-06-08 23:49:27 +00:00
Christoph Oelckers d04ffd57f8 - added Gez's infinite ammo powerup and random spawner fix patches.
- reduced size of Hexen's flames to fix bug in Deathkings MAP01.
- added checks for sidedef scaling values 


SVN r1648 (trunk)
2009-06-07 16:38:19 +00:00
Randy Heit c66f237873 - Added per-tier texture scaling with these new UDMF sidedef properties:
* scalex_top
  * scaley_top
  * scalex_mid
  * scaley_mid
  * scalex_bottom
  * scalex_bottom
- Added sidedef versions of the linedef flags wrapmidtex and clipmidtex (via
  UDMF; names are the same). If the flag is set on the line, it applies to
  both sides. Otherwise, each side can control them individually.


SVN r1645 (trunk)
2009-06-07 01:14:14 +00:00
Christoph Oelckers 273758344f - Fixed: When setting up a deep water sector with Transfer_Heights the floorclip
information of all actors in the sector needs to be updated.


SVN r1600 (trunk)
2009-05-23 10:21:33 +00:00
Christoph Oelckers 571d28281b - Added handling for UDMF user keys.
- Added support for ACS functions that can be defined without recompiling ACC.
- Fixed: The short lump name for embedded files must be cleared so that they
  are not found by a normal lump search.
- Added AProp_Notarget actor property.
- Fixed: TraceBleed was missing a NULL pointer check,
- Fixed: P_RandomChaseDir could crash for friendly monsters that belong to
  a player which left the game.
- Changed A_PodGrow so that it plays the generator's attack sound instead of
  "misc/podgrow".


SVN r1575 (trunk)
2009-05-11 21:05:40 +00:00
Randy Heit 0c9f735357 - Restored the old drawseg/sprite distance check from 2.0.63. The code that
replaced it did the check at the center of the area intersected by the
  sprite and the drawseg, whereas 2.0.63 only did the check at the location
  of the sprite on the map.


SVN r1411 (trunk)
2009-02-07 03:01:38 +00:00
Christoph Oelckers 78933df10d - added GZDoom's 3D floor physics code. This is not active yet so anything compiled from this code won't have any support for it!
SVN r1351 (trunk)
2009-01-04 15:00:29 +00:00
Christoph Oelckers bd9e318863 - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned
in such a sector. As a workaround for current map formats a new actor
  (DoomEdNum 9041) was added that can set the extended sector flags without the
  use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags.
- Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way.
- Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer.


SVN r1315 (trunk)
2008-12-14 19:12:41 +00:00
Christoph Oelckers b07542ddd6 More header cleanup.
SVN r1225 (trunk)
2008-09-15 00:47:31 +00:00
Christoph Oelckers 76cb09d546 - Replaced WALLF_AUTOCONTRAST with WALLF_NOFAKECONTRAST so that the
default setting for the flags is 0.
- Added: doom2day's smoothlighting
- Added: dontincrement argument to A_CheckForReload.


SVN r1179 (trunk)
2008-08-21 08:04:21 +00:00
Christoph Oelckers bc5d0c882b - Put more floor/ceiling properties in sector_t into a substructure and
added wrapper functions.


SVN r1174 (trunk)
2008-08-16 20:19:35 +00:00
Christoph Oelckers 14e94b86e2 - Replaced the ActorInfo definitions of several internal classes with DECORATE definitions
SVN r1133 (trunk)
2008-08-08 22:52:04 +00:00
Randy Heit 7ed0311221 - Polyobject sounds now play from their lines, similar to the way sector
sounds are handled.
- Why do polyobjects have a 3D start spot? Flattened it to 2D.
- Moved the sector sound origin calculation out of fmodsound.cpp and into
  s_sound.cpp so that the near sound limiting will use the correct sound
  location for deciding on neighbors.


SVN r1061 (trunk)
2008-07-02 03:50:17 +00:00
Randy Heit a3e8a0cefd - Removed the S_Sound() variant that allows for pointing the origin at an
arbitrary point. It has been replaced with a variant that takes a polyobject
  as a source, since that was the only use that couldn't be rewritten with the
  other variants. This also fixes the bug that polyobject sounds were not
  successfully saved and caused a crash when reloading the game. Note that
  this is a significant change to how equality of sound sources is determined,
  so some things may not behave quite the same as before. (Which would be a
  bug, but hopefully everything still sounds the same.)


SVN r1059 (trunk)
2008-07-01 04:06:56 +00:00
Christoph Oelckers 8ca7c05e9d - Changed FImageCollection to return translated texture indices so
that animated icons can be done with it.
- Changed FImageCollection to use a TArray to hold its data.
- Fixed: SetChanHeadSettings did an assignment instead of comparing
  the channel ID witg CHAN_CEILING.
- Changed sound sequence names for animated doors to FNames.
- Automatically fixed: DCeiling didn't properly serialize its texture id.
- Replaced integers as texture ID representation with a specific new type
  to track down all potentially incorrect uses and remaining WORDs used
  for texture IDs so that more than 32767 or 65535 textures can be defined.


SVN r1036 (trunk)
2008-06-15 18:36:26 +00:00
Randy Heit 9e42cdaf08 - Replaced the naive area sound implementation with one that takes into
consideration the size and shape of the sector producing the sound. See
  the lifts on Doom 2 MAP30 and compare with previous versions.
- Fixed: The stop sound for sector-based sound sequences was not played with
  the CHAN_AREA flag.
- Removed the distinction between S_Sound() and S_SoundID() functions. Use
  S_Sound() for both names and IDs from now on.


SVN r1034 (trunk)
2008-06-15 02:25:09 +00:00
Christoph Oelckers 0e6e1da970 - Fixed: The UDMF parser stored plane rotation angles as fixed_t, not angle_t.
- Grouped the sector plane texture transformation options into a separate
  structure and replaced all access to them with wrapper functions.


SVN r1033 (trunk)
2008-06-14 15:26:16 +00:00
Christoph Oelckers acab6d9b30 - While doing the interpolation rewrite I noticed that DScroller and DPolyAction
were doing some things in their destructor that needed to be done in the
  Destroy method.
- Rewrote the interpolation code. Interpolations are no longer some objects
  that are separate from the rest of the engine. Instead, they are owned by
  the thinkers starting them. Also, polyobjects only spawn a single interpolation
  for each polyobject instead of a single one for each vertex.
  Also, different types of interpolation objects are used for different types
  of interpolation so that they can do some additional work if eventually needed.


SVN r1018 (trunk)
2008-06-04 17:53:15 +00:00