mirror of
https://github.com/ZDoom/qzdoom.git
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This commit is contained in:
commit
07f22a090c
14 changed files with 217 additions and 63 deletions
|
@ -220,6 +220,9 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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||||||
floorglowheight = <float>; // Height of floor glow. This only has an effect for the sector's own glow color, but not for a texture based glow.
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floorglowheight = <float>; // Height of floor glow. This only has an effect for the sector's own glow color, but not for a texture based glow.
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||||||
ceilingglowcolor = <integer>; // Sector's ceiling glow color as RRGGBB value, default = 'use texture's definition'. Set to -1 to disable glowing.
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ceilingglowcolor = <integer>; // Sector's ceiling glow color as RRGGBB value, default = 'use texture's definition'. Set to -1 to disable glowing.
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ceilingglowheight = <float>; // Height of ceiling glow. This only has an effect for the sector's own glow color, but not for a texture based glow.
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ceilingglowheight = <float>; // Height of ceiling glow. This only has an effect for the sector's own glow color, but not for a texture based glow.
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fogdensity = <integer>; // Sets an explicit fog density for the sector, overriding the default calculation from the light level. Value range is 0-510,
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// 0 meaning that the default is to be used, 2 equalling the density of a light level of 250, and 255 equalling the density of
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// a light level of 0.
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portal_ceil_alpha = <float> // translucency of ceiling portal (default is 0 (not visible))
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portal_ceil_alpha = <float> // translucency of ceiling portal (default is 0 (not visible))
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portal_ceil_blocksound = <bool> // ceiling portal blocks sound.
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portal_ceil_blocksound = <bool> // ceiling portal blocks sound.
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@ -1021,6 +1021,7 @@ set (PCH_SOURCES
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c_cvars.cpp
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c_cvars.cpp
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c_dispatch.cpp
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c_dispatch.cpp
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c_expr.cpp
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c_expr.cpp
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c_functions.cpp
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cmdlib.cpp
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cmdlib.cpp
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colormatcher.cpp
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colormatcher.cpp
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compatibility.cpp
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compatibility.cpp
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||||||
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@ -1431,7 +1432,7 @@ source_group("Audio Files\\WildMidi\\Headers" REGULAR_EXPRESSION "^${CMAKE_CURRE
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source_group("Audio Files\\WildMidi\\Source" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/wildmidi/.+\\.cpp$")
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source_group("Audio Files\\WildMidi\\Source" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/wildmidi/.+\\.cpp$")
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source_group("External\\Math" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/math/.+")
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source_group("External\\Math" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/math/.+")
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source_group("External\\RapidJSON" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/rapidjson/.+")
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source_group("External\\RapidJSON" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/rapidjson/.+")
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source_group("Externak\\SFMT" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/sfmt/.+")
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source_group("External\\SFMT" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/sfmt/.+")
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source_group("FraggleScript" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/fragglescript/.+")
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source_group("FraggleScript" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/fragglescript/.+")
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source_group("Games\\Strife Game" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/g_strife/.+")
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source_group("Games\\Strife Game" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/g_strife/.+")
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source_group("Intermission" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/intermission/.+")
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source_group("Intermission" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/intermission/.+")
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@ -71,6 +71,7 @@
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#include "v_video.h"
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#include "v_video.h"
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#include "r_utility.h"
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#include "r_utility.h"
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#include "r_data/r_interpolate.h"
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#include "r_data/r_interpolate.h"
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#include "c_functions.h"
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extern FILE *Logfile;
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extern FILE *Logfile;
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extern bool insave;
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extern bool insave;
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@ -870,20 +871,17 @@ CCMD (wdir)
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//
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//
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//
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//
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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||||||
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CCMD(linetarget)
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CCMD(linetarget)
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{
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{
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FTranslatedLineTarget t;
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FTranslatedLineTarget t;
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||||||
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if (CheckCheatmode () || players[consoleplayer].mo == NULL) return;
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if (CheckCheatmode () || players[consoleplayer].mo == NULL) return;
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P_AimLineAttack(players[consoleplayer].mo,players[consoleplayer].mo->Angles.Yaw, MISSILERANGE, &t, 0.);
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C_AimLine(&t, false);
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if (t.linetarget)
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if (t.linetarget)
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{
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C_PrintInfo(t.linetarget);
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Printf("Target=%s, Health=%d, Spawnhealth=%d\n",
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else
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t.linetarget->GetClass()->TypeName.GetChars(),
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Printf("No target found\n");
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t.linetarget->health,
|
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t.linetarget->SpawnHealth());
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}
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else Printf("No target found\n");
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}
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}
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|
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// As linetarget, but also give info about non-shootable actors
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// As linetarget, but also give info about non-shootable actors
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@ -892,28 +890,18 @@ CCMD(info)
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FTranslatedLineTarget t;
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FTranslatedLineTarget t;
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||||||
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if (CheckCheatmode () || players[consoleplayer].mo == NULL) return;
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if (CheckCheatmode () || players[consoleplayer].mo == NULL) return;
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P_AimLineAttack(players[consoleplayer].mo,players[consoleplayer].mo->Angles.Yaw, MISSILERANGE,
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C_AimLine(&t, true);
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&t, 0., ALF_CHECKNONSHOOTABLE|ALF_FORCENOSMART);
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if (t.linetarget)
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if (t.linetarget)
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{
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C_PrintInfo(t.linetarget);
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Printf("Target=%s, Health=%d, Spawnhealth=%d\n",
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else
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t.linetarget->GetClass()->TypeName.GetChars(),
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Printf("No target found. Info cannot find actors that have "
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t.linetarget->health,
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t.linetarget->SpawnHealth());
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PrintMiscActorInfo(t.linetarget);
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}
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else Printf("No target found. Info cannot find actors that have "
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"the NOBLOCKMAP flag or have height/radius of 0.\n");
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"the NOBLOCKMAP flag or have height/radius of 0.\n");
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}
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}
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|
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CCMD(myinfo)
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CCMD(myinfo)
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{
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{
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if (CheckCheatmode () || players[consoleplayer].mo == NULL) return;
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if (CheckCheatmode () || players[consoleplayer].mo == NULL) return;
|
||||||
Printf("Target=%s, Health=%d, Spawnhealth=%d\n",
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C_PrintInfo(players[consoleplayer].mo);
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players[consoleplayer].mo->GetClass()->TypeName.GetChars(),
|
|
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players[consoleplayer].mo->health,
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players[consoleplayer].mo->SpawnHealth());
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PrintMiscActorInfo(players[consoleplayer].mo);
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|
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}
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}
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||||||
|
|
||||||
typedef bool (*ActorTypeChecker) (AActor *);
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typedef bool (*ActorTypeChecker) (AActor *);
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||||||
|
|
84
src/c_functions.cpp
Normal file
84
src/c_functions.cpp
Normal file
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@ -0,0 +1,84 @@
|
||||||
|
/*
|
||||||
|
** c_functions.cpp
|
||||||
|
** Miscellaneous console command helper functions.
|
||||||
|
**
|
||||||
|
**---------------------------------------------------------------------------
|
||||||
|
** Copyright 2016 Rachael Alexanderson
|
||||||
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** Copyright 2003-2016 Christoph Oelckers
|
||||||
|
** Copyright 1998-2016 Randy Heit
|
||||||
|
** All rights reserved.
|
||||||
|
**
|
||||||
|
** Redistribution and use in source and binary forms, with or without
|
||||||
|
** modification, are permitted provided that the following conditions
|
||||||
|
** are met:
|
||||||
|
**
|
||||||
|
** 1. Redistributions of source code must retain the above copyright
|
||||||
|
** notice, this list of conditions and the following disclaimer.
|
||||||
|
** 2. Redistributions in binary form must reproduce the above copyright
|
||||||
|
** notice, this list of conditions and the following disclaimer in the
|
||||||
|
** documentation and/or other materials provided with the distribution.
|
||||||
|
** 3. The name of the author may not be used to endorse or promote products
|
||||||
|
** derived from this software without specific prior written permission.
|
||||||
|
**
|
||||||
|
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
||||||
|
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
||||||
|
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
||||||
|
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
||||||
|
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
||||||
|
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||||
|
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||||
|
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||||
|
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
|
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
|
**---------------------------------------------------------------------------
|
||||||
|
**
|
||||||
|
*/
|
||||||
|
|
||||||
|
#include "d_player.h"
|
||||||
|
#include "p_local.h"
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||||||
|
|
||||||
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#include "c_functions.h"
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||||||
|
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||||||
|
void C_PrintInfo(AActor *target)
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||||||
|
{
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||||||
|
if (target->player)
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||||||
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Printf("Player=%s, ", target->player->userinfo.GetName());
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||||||
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Printf("Class=%s, Health=%d, Spawnhealth=%d\n",
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||||||
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target->GetClass()->TypeName.GetChars(),
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||||||
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target->health,
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||||||
|
target->SpawnHealth());
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||||||
|
PrintMiscActorInfo(target);
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||||||
|
}
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||||||
|
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||||||
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void C_AimLine(FTranslatedLineTarget *t, bool nonshootable)
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||||||
|
{
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||||||
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P_AimLineAttack(players[consoleplayer].mo,players[consoleplayer].mo->Angles.Yaw, MISSILERANGE, t, 0.,
|
||||||
|
(nonshootable) ? ALF_CHECKNONSHOOTABLE|ALF_FORCENOSMART : 0);
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||||||
|
}
|
||||||
|
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||||||
|
void C_PrintInv(AActor *target)
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||||||
|
{
|
||||||
|
AInventory *item;
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||||||
|
int count = 0;
|
||||||
|
|
||||||
|
if (target == NULL)
|
||||||
|
{
|
||||||
|
Printf("No target found!\n");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (target->player)
|
||||||
|
Printf("Inventory for Player '%s':\n", target->player->userinfo.GetName());
|
||||||
|
else
|
||||||
|
Printf("Inventory for Target '%s':\n", target->GetClass()->TypeName.GetChars());
|
||||||
|
|
||||||
|
for (item = target->Inventory; item != NULL; item = item->Inventory)
|
||||||
|
{
|
||||||
|
Printf (" %s #%u (%d/%d)\n", item->GetClass()->TypeName.GetChars(),
|
||||||
|
item->InventoryID,
|
||||||
|
item->Amount, item->MaxAmount);
|
||||||
|
count++;
|
||||||
|
}
|
||||||
|
Printf (" List count: %d\n", count);
|
||||||
|
}
|
||||||
|
|
39
src/c_functions.h
Normal file
39
src/c_functions.h
Normal file
|
@ -0,0 +1,39 @@
|
||||||
|
/*
|
||||||
|
** c_functions.h
|
||||||
|
** Miscellaneous console command helper functions.
|
||||||
|
**
|
||||||
|
**---------------------------------------------------------------------------
|
||||||
|
** Copyright 2016 Rachael Alexanderson
|
||||||
|
** All rights reserved.
|
||||||
|
**
|
||||||
|
** Redistribution and use in source and binary forms, with or without
|
||||||
|
** modification, are permitted provided that the following conditions
|
||||||
|
** are met:
|
||||||
|
**
|
||||||
|
** 1. Redistributions of source code must retain the above copyright
|
||||||
|
** notice, this list of conditions and the following disclaimer.
|
||||||
|
** 2. Redistributions in binary form must reproduce the above copyright
|
||||||
|
** notice, this list of conditions and the following disclaimer in the
|
||||||
|
** documentation and/or other materials provided with the distribution.
|
||||||
|
** 3. The name of the author may not be used to endorse or promote products
|
||||||
|
** derived from this software without specific prior written permission.
|
||||||
|
**
|
||||||
|
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
||||||
|
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
||||||
|
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
||||||
|
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
||||||
|
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
||||||
|
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||||
|
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||||
|
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||||
|
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
|
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
|
**---------------------------------------------------------------------------
|
||||||
|
**
|
||||||
|
*/
|
||||||
|
|
||||||
|
void C_PrintInv(AActor *target);
|
||||||
|
void C_AimLine(FTranslatedLineTarget *t, bool nonshootable);
|
||||||
|
void C_PrintInfo(AActor *target);
|
||||||
|
|
||||||
|
struct FTranslatedLineTarget;
|
|
@ -21,6 +21,7 @@
|
||||||
#include "serializer.h"
|
#include "serializer.h"
|
||||||
#include "virtual.h"
|
#include "virtual.h"
|
||||||
#include "a_ammo.h"
|
#include "a_ammo.h"
|
||||||
|
#include "c_functions.h"
|
||||||
|
|
||||||
EXTERN_CVAR(Bool, sv_unlimited_pickup)
|
EXTERN_CVAR(Bool, sv_unlimited_pickup)
|
||||||
|
|
||||||
|
@ -1567,7 +1568,6 @@ bool AInventory::CanPickup (AActor *toucher)
|
||||||
|
|
||||||
CCMD (printinv)
|
CCMD (printinv)
|
||||||
{
|
{
|
||||||
AInventory *item;
|
|
||||||
int pnum = consoleplayer;
|
int pnum = consoleplayer;
|
||||||
|
|
||||||
#ifdef _DEBUG
|
#ifdef _DEBUG
|
||||||
|
@ -1581,37 +1581,21 @@ CCMD (printinv)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
if (players[pnum].mo == NULL)
|
C_PrintInv(players[pnum].mo);
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
for (item = players[pnum].mo->Inventory; item != NULL; item = item->Inventory)
|
|
||||||
{
|
|
||||||
Printf ("%s #%u (%d/%d)\n", item->GetClass()->TypeName.GetChars(),
|
|
||||||
item->InventoryID,
|
|
||||||
item->Amount, item->MaxAmount);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
CCMD (targetinv)
|
CCMD (targetinv)
|
||||||
{
|
{
|
||||||
AInventory *item;
|
|
||||||
FTranslatedLineTarget t;
|
FTranslatedLineTarget t;
|
||||||
|
|
||||||
if (CheckCheatmode () || players[consoleplayer].mo == NULL)
|
if (CheckCheatmode () || players[consoleplayer].mo == NULL)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
P_AimLineAttack(players[consoleplayer].mo,players[consoleplayer].mo->Angles.Yaw, MISSILERANGE,
|
C_AimLine(&t, true);
|
||||||
&t, 0., ALF_CHECKNONSHOOTABLE|ALF_FORCENOSMART);
|
|
||||||
|
|
||||||
if (t.linetarget)
|
if (t.linetarget)
|
||||||
{
|
{
|
||||||
for (item = t.linetarget->Inventory; item != NULL; item = item->Inventory)
|
C_PrintInv(t.linetarget);
|
||||||
{
|
|
||||||
Printf ("%s #%u (%d/%d)\n", item->GetClass()->TypeName.GetChars(),
|
|
||||||
item->InventoryID,
|
|
||||||
item->Amount, item->MaxAmount);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
else Printf("No target found. Targetinv cannot find actors that have "
|
else Printf("No target found. Targetinv cannot find actors that have "
|
||||||
"the NOBLOCKMAP flag or have height/radius of 0.\n");
|
"the NOBLOCKMAP flag or have height/radius of 0.\n");
|
||||||
|
|
|
@ -515,7 +515,7 @@ void GLWall::RenderFogBoundaryCompat()
|
||||||
{
|
{
|
||||||
// without shaders some approximation is needed. This won't look as good
|
// without shaders some approximation is needed. This won't look as good
|
||||||
// as the shader version but it's an acceptable compromise.
|
// as the shader version but it's an acceptable compromise.
|
||||||
float fogdensity = gl_GetFogDensity(lightlevel, Colormap.FadeColor);
|
float fogdensity = gl_GetFogDensity(lightlevel, Colormap.FadeColor, Colormap.fogdensity);
|
||||||
|
|
||||||
float dist1 = Dist2(ViewPos.X, ViewPos.Y, glseg.x1, glseg.y1);
|
float dist1 = Dist2(ViewPos.X, ViewPos.Y, glseg.x1, glseg.y1);
|
||||||
float dist2 = Dist2(ViewPos.X, ViewPos.Y, glseg.x2, glseg.y2);
|
float dist2 = Dist2(ViewPos.X, ViewPos.Y, glseg.x2, glseg.y2);
|
||||||
|
|
|
@ -32,6 +32,7 @@ struct FColormap
|
||||||
PalEntry FadeColor; // a is fadedensity>>1
|
PalEntry FadeColor; // a is fadedensity>>1
|
||||||
int desaturation;
|
int desaturation;
|
||||||
int blendfactor;
|
int blendfactor;
|
||||||
|
int fogdensity;
|
||||||
|
|
||||||
void Clear()
|
void Clear()
|
||||||
{
|
{
|
||||||
|
@ -39,6 +40,7 @@ struct FColormap
|
||||||
FadeColor=0;
|
FadeColor=0;
|
||||||
desaturation = 0;
|
desaturation = 0;
|
||||||
blendfactor=0;
|
blendfactor=0;
|
||||||
|
fogdensity = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
void ClearColor()
|
void ClearColor()
|
||||||
|
@ -55,6 +57,7 @@ struct FColormap
|
||||||
desaturation = from->Desaturate;
|
desaturation = from->Desaturate;
|
||||||
FadeColor = from->Fade;
|
FadeColor = from->Fade;
|
||||||
blendfactor = from->Color.a;
|
blendfactor = from->Color.a;
|
||||||
|
fogdensity = from->Fade.a*2;
|
||||||
return * this;
|
return * this;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -294,43 +294,48 @@ void gl_SetColor(int sectorlightlevel, int rellight, const FColormap &cm, float
|
||||||
//
|
//
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
|
|
||||||
float gl_GetFogDensity(int lightlevel, PalEntry fogcolor)
|
float gl_GetFogDensity(int lightlevel, PalEntry fogcolor, int sectorfogdensity)
|
||||||
{
|
{
|
||||||
float density;
|
float density;
|
||||||
|
|
||||||
if (glset.lightmode&4)
|
if (glset.lightmode & 4)
|
||||||
{
|
{
|
||||||
// uses approximations of Legacy's default settings.
|
// uses approximations of Legacy's default settings.
|
||||||
density = fogdensity? fogdensity : 18;
|
density = fogdensity ? fogdensity : 18;
|
||||||
}
|
}
|
||||||
else if ((fogcolor.d & 0xffffff) == 0)
|
else if ((fogcolor.d & 0xffffff) == 0)
|
||||||
{
|
{
|
||||||
// case 1: black fog
|
// case 1: black fog
|
||||||
if (glset.lightmode != 8)
|
if (glset.lightmode != 8)
|
||||||
{
|
{
|
||||||
density=distfogtable[glset.lightmode!=0][gl_ClampLight(lightlevel)];
|
density = distfogtable[glset.lightmode != 0][gl_ClampLight(lightlevel)];
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
density = 0;
|
density = 0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else if (outsidefogdensity != 0 && outsidefogcolor.a!=0xff && (fogcolor.d & 0xffffff) == (outsidefogcolor.d & 0xffffff))
|
else if (sectorfogdensity != 0)
|
||||||
{
|
{
|
||||||
// case 2. outsidefogdensity has already been set as needed
|
// case 2: Sector has an explicit fog density set.
|
||||||
density=outsidefogdensity;
|
density = sectorfogdensity;
|
||||||
}
|
}
|
||||||
else if (fogdensity!=0)
|
else if (outsidefogdensity != 0 && outsidefogcolor.a != 0xff && (fogcolor.d & 0xffffff) == (outsidefogcolor.d & 0xffffff))
|
||||||
{
|
{
|
||||||
// case 3: level has fog density set
|
// case 3. outsidefogdensity has already been set as needed
|
||||||
density=fogdensity;
|
density = outsidefogdensity;
|
||||||
|
}
|
||||||
|
else if (fogdensity != 0)
|
||||||
|
{
|
||||||
|
// case 4: level has fog density set
|
||||||
|
density = fogdensity;
|
||||||
}
|
}
|
||||||
else if (lightlevel < 248)
|
else if (lightlevel < 248)
|
||||||
{
|
{
|
||||||
// case 4: use light level
|
// case 5: use light level
|
||||||
density=clamp<int>(255-lightlevel,30,255);
|
density = clamp<int>(255 - lightlevel, 30, 255);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
density = 0.f;
|
density = 0.f;
|
||||||
}
|
}
|
||||||
|
@ -487,7 +492,7 @@ void gl_SetFog(int lightlevel, int rellight, const FColormap *cmap, bool isaddit
|
||||||
else if (cmap != NULL && gl_fixedcolormap == 0)
|
else if (cmap != NULL && gl_fixedcolormap == 0)
|
||||||
{
|
{
|
||||||
fogcolor = cmap->FadeColor;
|
fogcolor = cmap->FadeColor;
|
||||||
fogdensity = gl_GetFogDensity(lightlevel, fogcolor);
|
fogdensity = gl_GetFogDensity(lightlevel, fogcolor, cmap->fogdensity);
|
||||||
fogcolor.a=0;
|
fogcolor.a=0;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
|
|
@ -18,7 +18,7 @@ void gl_SetFogParams(int _fogdensity, PalEntry _outsidefogcolor, int _outsidefog
|
||||||
int gl_CalcLightLevel(int lightlevel, int rellight, bool weapon);
|
int gl_CalcLightLevel(int lightlevel, int rellight, bool weapon);
|
||||||
void gl_SetColor(int light, int rellight, const FColormap &cm, float alpha, bool weapon=false);
|
void gl_SetColor(int light, int rellight, const FColormap &cm, float alpha, bool weapon=false);
|
||||||
|
|
||||||
float gl_GetFogDensity(int lightlevel, PalEntry fogcolor);
|
float gl_GetFogDensity(int lightlevel, PalEntry fogcolor, int sectorfogdensity);
|
||||||
struct sector_t;
|
struct sector_t;
|
||||||
bool gl_CheckFog(FColormap *cm, int lightlevel);
|
bool gl_CheckFog(FColormap *cm, int lightlevel);
|
||||||
bool gl_CheckFog(sector_t *frontsector, sector_t *backsector);
|
bool gl_CheckFog(sector_t *frontsector, sector_t *backsector);
|
||||||
|
|
|
@ -581,6 +581,7 @@ xx(floorglowcolor)
|
||||||
xx(floorglowheight)
|
xx(floorglowheight)
|
||||||
xx(ceilingglowcolor)
|
xx(ceilingglowcolor)
|
||||||
xx(ceilingglowheight)
|
xx(ceilingglowheight)
|
||||||
|
xx(fogdensity)
|
||||||
|
|
||||||
// USDF keywords
|
// USDF keywords
|
||||||
xx(Amount)
|
xx(Amount)
|
||||||
|
|
|
@ -85,6 +85,7 @@
|
||||||
#include "a_pickups.h"
|
#include "a_pickups.h"
|
||||||
#include "a_armor.h"
|
#include "a_armor.h"
|
||||||
#include "a_ammo.h"
|
#include "a_ammo.h"
|
||||||
|
#include "r_data/colormaps.h"
|
||||||
|
|
||||||
extern FILE *Logfile;
|
extern FILE *Logfile;
|
||||||
|
|
||||||
|
@ -4411,6 +4412,11 @@ enum EACSFunctions
|
||||||
ACSF_SetActorFlag,
|
ACSF_SetActorFlag,
|
||||||
ACSF_SetTranslation,
|
ACSF_SetTranslation,
|
||||||
|
|
||||||
|
|
||||||
|
// OpenGL stuff
|
||||||
|
ACSF_SetSectorGlow = 400,
|
||||||
|
ACSF_SetFogDensity,
|
||||||
|
|
||||||
// ZDaemon
|
// ZDaemon
|
||||||
ACSF_GetTeamScore = 19620, // (int team)
|
ACSF_GetTeamScore = 19620, // (int team)
|
||||||
ACSF_SetTeamScore, // (int team, int value
|
ACSF_SetTeamScore, // (int team, int value
|
||||||
|
@ -6065,6 +6071,38 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
|
||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// OpenGL exclusive functions
|
||||||
|
case ACSF_SetSectorGlow:
|
||||||
|
{
|
||||||
|
int which = !!args[1];
|
||||||
|
PalEntry color(args[2], args[3], args[4]);
|
||||||
|
float height = float(args[5]);
|
||||||
|
if (args[2] == -1) color = -1;
|
||||||
|
|
||||||
|
FSectorTagIterator it(args[0]);
|
||||||
|
int s;
|
||||||
|
while ((s = it.Next()) >= 0)
|
||||||
|
{
|
||||||
|
sectors[s].planes[which].GlowColor = color;
|
||||||
|
sectors[s].planes[which].GlowHeight = height;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
case ACSF_SetFogDensity:
|
||||||
|
{
|
||||||
|
FSectorTagIterator it(args[0]);
|
||||||
|
int s;
|
||||||
|
int d = clamp(args[1]/2, 0, 255);
|
||||||
|
while ((s = it.Next()) >= 0)
|
||||||
|
{
|
||||||
|
auto f = sectors[s].ColorMap->Fade;
|
||||||
|
sectors[s].ColorMap = GetSpecialLights(sectors[s].ColorMap->Color, PalEntry(d, f.r, f.g, f.b), sectors[s].ColorMap->Desaturate);
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
default:
|
default:
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
|
@ -1279,8 +1279,9 @@ public:
|
||||||
|
|
||||||
void ParseSector(sector_t *sec, int index)
|
void ParseSector(sector_t *sec, int index)
|
||||||
{
|
{
|
||||||
int lightcolor = -1;
|
PalEntry lightcolor = -1;
|
||||||
int fadecolor = -1;
|
PalEntry fadecolor = -1;
|
||||||
|
int fogdensity = -1;
|
||||||
int desaturation = -1;
|
int desaturation = -1;
|
||||||
int fplaneflags = 0, cplaneflags = 0;
|
int fplaneflags = 0, cplaneflags = 0;
|
||||||
double fp[4] = { 0 }, cp[4] = { 0 };
|
double fp[4] = { 0 }, cp[4] = { 0 };
|
||||||
|
@ -1461,6 +1462,10 @@ public:
|
||||||
desaturation = int(255*CheckFloat(key));
|
desaturation = int(255*CheckFloat(key));
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
|
case NAME_fogdensity:
|
||||||
|
fogdensity = clamp(CheckInt(key), 0, 511);
|
||||||
|
break;
|
||||||
|
|
||||||
case NAME_Silent:
|
case NAME_Silent:
|
||||||
Flag(sec->Flags, SECF_SILENT, key);
|
Flag(sec->Flags, SECF_SILENT, key);
|
||||||
continue;
|
continue;
|
||||||
|
@ -1682,7 +1687,7 @@ public:
|
||||||
sec->ceilingplane.set(n.X, n.Y, n.Z, cp[3]);
|
sec->ceilingplane.set(n.X, n.Y, n.Z, cp[3]);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (lightcolor == -1 && fadecolor == -1 && desaturation == -1)
|
if (lightcolor == -1 && fadecolor == -1 && desaturation == -1 && fogdensity == -1)
|
||||||
{
|
{
|
||||||
// [RH] Sectors default to white light with the default fade.
|
// [RH] Sectors default to white light with the default fade.
|
||||||
// If they are outside (have a sky ceiling), they use the outside fog.
|
// If they are outside (have a sky ceiling), they use the outside fog.
|
||||||
|
@ -1710,6 +1715,8 @@ public:
|
||||||
fadecolor = level.fadeto;
|
fadecolor = level.fadeto;
|
||||||
}
|
}
|
||||||
if (desaturation == -1) desaturation = NormalLight.Desaturate;
|
if (desaturation == -1) desaturation = NormalLight.Desaturate;
|
||||||
|
if (fogdensity != -1) fadecolor.a = fogdensity / 2;
|
||||||
|
else fadecolor.a = 0;
|
||||||
|
|
||||||
sec->ColorMap = GetSpecialLights (lightcolor, fadecolor, desaturation);
|
sec->ColorMap = GetSpecialLights (lightcolor, fadecolor, desaturation);
|
||||||
}
|
}
|
||||||
|
|
|
@ -25,6 +25,7 @@ struct FDynamicColormap : FSWColormap
|
||||||
void ChangeFade (PalEntry fadecolor);
|
void ChangeFade (PalEntry fadecolor);
|
||||||
void ChangeColor (PalEntry lightcolor, int desaturate);
|
void ChangeColor (PalEntry lightcolor, int desaturate);
|
||||||
void ChangeColorFade (PalEntry lightcolor, PalEntry fadecolor);
|
void ChangeColorFade (PalEntry lightcolor, PalEntry fadecolor);
|
||||||
|
void ChangeFogDensity(int newdensity);
|
||||||
void BuildLights ();
|
void BuildLights ();
|
||||||
static void RebuildAllLights();
|
static void RebuildAllLights();
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue