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770 lines
17 KiB
C++
770 lines
17 KiB
C++
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/*
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** a_decals.cpp
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** Implements the actor that represents decals in the level
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2005 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "actor.h"
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#include "a_sharedglobal.h"
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#include "r_defs.h"
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#include "p_local.h"
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#include "v_video.h"
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#include "p_trace.h"
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#include "decallib.h"
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#include "statnums.h"
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#include "c_dispatch.h"
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// Decals overload snext and sprev to keep a list of decals attached to a wall.
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// They also overload floorclip to be the fractional distance from the
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// left edge of the side. This distance is stored as a 2.30 fixed pt number.
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IMPLEMENT_STATELESS_ACTOR (ADecal, Any, 9200, 0)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOSECTOR|MF_NOGRAVITY)
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END_DEFAULTS
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void ADecal::Destroy ()
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{
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Remove ();
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Super::Destroy ();
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}
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void ADecal::Remove ()
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{
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AActor **prev = sprev;
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AActor *next = snext;
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if (prev && (*prev = next))
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next->sprev = prev;
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sprev = NULL;
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snext = NULL;
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}
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void ADecal::SerializeChain (FArchive &arc, ADecal **first)
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{
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DWORD numInChain;
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AActor *fresh;
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AActor **firstptr = (AActor **)first;
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if (arc.IsLoading ())
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{
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numInChain = arc.ReadCount ();
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while (numInChain--)
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{
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arc << fresh;
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*firstptr = fresh;
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fresh->sprev = firstptr;
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firstptr = &fresh->snext;
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}
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}
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else
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{
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numInChain = 0;
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fresh = *firstptr;
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while (fresh != NULL)
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{
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fresh = fresh->snext;
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++numInChain;
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}
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arc.WriteCount (numInChain);
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fresh = *firstptr;
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while (numInChain--)
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{
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arc << fresh;
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fresh = fresh->snext;
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}
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}
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}
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void ADecal::MoveChain (ADecal *first, fixed_t x, fixed_t y)
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{
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while (first != NULL)
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{
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first->x += x;
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first->y += y;
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first = (ADecal *)first->snext;
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}
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}
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void ADecal::FixForSide (side_t *wall)
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{
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AActor *decal = wall->BoundActors;
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line_t *line = &lines[wall->linenum];
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int wallnum = int(wall - sides);
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vertex_t *v1, *v2;
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if (line->sidenum[0] == wallnum)
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{
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v1 = line->v1;
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v2 = line->v2;
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}
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else
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{
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v1 = line->v2;
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v2 = line->v1;
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}
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fixed_t dx = v2->x - v1->x;
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fixed_t dy = v2->y - v1->y;
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while (decal != NULL)
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{
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decal->x = v1->x + MulScale2 (decal->floorclip, dx);
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decal->y = v1->y + MulScale2 (decal->floorclip, dy);
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decal = decal->snext;
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}
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}
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void ADecal::BeginPlay ()
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{
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Super::BeginPlay ();
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// Decals do not think.
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ChangeStatNum (STAT_DECAL);
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// Find a wall to attach to, and set renderflags to keep
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// the decal at its current height. If the decal cannot find a wall
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// within 64 units, it destroys itself.
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//
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// Subclasses can set special1 if they don't want this sticky logic.
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if (special1 == 0)
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{
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DoTrace ();
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}
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if (args[0] != 0)
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{
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const FDecal *decal = DecalLibrary.GetDecalByNum (args[0]);
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if (decal != NULL)
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{
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decal->ApplyToActor (this);
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}
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}
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}
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void ADecal::DoTrace ()
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{
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FTraceResults trace;
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Trace (x, y, z, Sector,
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finecosine[(angle+ANGLE_180)>>ANGLETOFINESHIFT],
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finesine[(angle+ANGLE_180)>>ANGLETOFINESHIFT], 0,
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64*FRACUNIT, 0, 0, NULL, trace, TRACE_NoSky);
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if (trace.HitType == TRACE_HitWall)
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{
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x = trace.X;
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y = trace.Y;
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StickToWall (sides + trace.Line->sidenum[trace.Side]);
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}
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else
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{
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Destroy ();
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}
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}
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// Returns the texture the decal stuck to.
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int ADecal::StickToWall (side_t *wall)
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{
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// Stick the decal at the end of the chain so it appears on top
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AActor *next, **prev;
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prev = (AActor **)&wall->BoundActors;
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while (*prev != NULL)
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{
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next = *prev;
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prev = &next->snext;
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}
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*prev = this;
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snext = NULL;
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sprev = prev;
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/*
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snext = wall->BoundActors;
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sprev = &wall->BoundActors;
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if (snext)
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snext->sprev = &snext;
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wall->BoundActors = this;
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*/
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sector_t *front, *back;
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line_t *line;
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int tex;
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line = &lines[wall->linenum];
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if (line->sidenum[0] == wall - sides)
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{
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front = line->frontsector;
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back = line->backsector;
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}
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else
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{
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front = line->backsector;
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back = line->frontsector;
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}
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if (back == NULL)
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{
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renderflags |= RF_RELMID;
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if (line->flags & ML_DONTPEGBOTTOM)
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z -= front->floortexz;
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else
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z -= front->ceilingtexz;
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tex = wall->midtexture;
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}
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else if (back->floorplane.ZatPoint (x, y) >= z)
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{
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renderflags |= RF_RELLOWER|RF_CLIPLOWER;
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if (line->flags & ML_DONTPEGBOTTOM)
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z -= front->ceilingtexz;
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else
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z -= back->floortexz;
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tex = wall->bottomtexture;
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}
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else
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{
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renderflags |= RF_RELUPPER|RF_CLIPUPPER;
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if (line->flags & ML_DONTPEGTOP)
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z -= front->ceilingtexz;
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else
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z -= back->ceilingtexz;
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tex = wall->toptexture;
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}
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CalcFracPos (wall);
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// Face the decal away from the wall
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angle = R_PointToAngle2 (0, 0, line->dx, line->dy);
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if (line->frontsector == front)
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{
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angle -= ANGLE_90;
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}
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else
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{
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angle += ANGLE_90;
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}
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return tex;
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}
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fixed_t ADecal::GetRealZ (const side_t *wall) const
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{
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const line_t *line = &lines[wall->linenum];
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const sector_t *front, *back;
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if (line->sidenum[0] == wall - sides)
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{
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front = line->frontsector;
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back = line->backsector;
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}
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else
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{
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front = line->backsector;
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back = line->frontsector;
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}
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if (back == NULL)
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{
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back = front;
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}
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switch (renderflags & RF_RELMASK)
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{
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default:
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return z;
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case RF_RELUPPER:
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if (curline->linedef->flags & ML_DONTPEGTOP)
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{
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return z + front->ceilingtexz;
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}
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else
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{
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return z + back->ceilingtexz;
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}
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case RF_RELLOWER:
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if (curline->linedef->flags & ML_DONTPEGBOTTOM)
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{
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return z + front->ceilingtexz;
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}
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else
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{
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return z + back->floortexz;
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}
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case RF_RELMID:
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if (curline->linedef->flags & ML_DONTPEGBOTTOM)
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{
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return z + front->floortexz;
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}
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else
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{
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return z + front->ceilingtexz;
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}
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}
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}
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void ADecal::Relocate (fixed_t ix, fixed_t iy, fixed_t iz)
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{
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Remove ();
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x = ix;
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y = iy;
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z = iz;
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DoTrace ();
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}
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void ADecal::CalcFracPos (side_t *wall)
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{
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line_t *line = &lines[wall->linenum];
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int wallnum = int(wall - sides);
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vertex_t *v1, *v2;
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if (line->sidenum[0] == wallnum)
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{
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v1 = line->v1;
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v2 = line->v2;
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}
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else
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{
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v1 = line->v2;
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v2 = line->v1;
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}
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fixed_t dx = v2->x - v1->x;
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fixed_t dy = v2->y - v1->y;
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if (abs(dx) > abs(dy))
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{
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floorclip = SafeDivScale2 (x - v1->x, dx);
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}
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else if (dy != 0)
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{
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floorclip = SafeDivScale2 (y - v1->y, dy);
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}
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else
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{
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floorclip = 0;
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}
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}
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static int ImpactCount;
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static AActor *FirstImpact; // (but not the Second or Third Impact :-)
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static AActor *LastImpact;
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CVAR (Bool, cl_spreaddecals, true, CVAR_ARCHIVE)
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CUSTOM_CVAR (Int, cl_maxdecals, 1024, CVAR_ARCHIVE)
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{
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if (self < 0)
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{
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self = 0;
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}
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else
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{
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while (ImpactCount > self)
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{
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FirstImpact->Destroy ();
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}
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}
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}
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// Uses: target points to previous impact decal
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// tracer points to next impact decal
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//
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// Note that this means we can't simply serialize an impact decal as-is
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// because doing so when many are present in a level could result in
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// a lot of recursion and we would run out of stack. Not nice. So instead,
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// the save game code calls AImpactDecal::SerializeAll to serialize a
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// list of impact decals.
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IMPLEMENT_STATELESS_ACTOR (AImpactDecal, Any, -1, 0)
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END_DEFAULTS
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void AImpactDecal::SerializeTime (FArchive &arc)
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{
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if (arc.IsLoading ())
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{
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ImpactCount = 0;
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FirstImpact = LastImpact = NULL;
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}
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}
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void AImpactDecal::Serialize (FArchive &arc)
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{
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if (arc.IsStoring ())
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{
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// NULL the next pointer so that the serializer will not follow it
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// and possibly run out of stack space. NULLing target isn't
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// required; it just makes the archive smaller.
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AActor *saved1 = tracer, *saved2 = target;
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tracer = NULL;
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target = NULL;
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Super::Serialize (arc);
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tracer = saved1;
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target = saved2;
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}
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else
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{
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Super::Serialize (arc);
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ImpactCount++;
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target = LastImpact;
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if (target != NULL)
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{
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target->tracer = this;
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}
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else
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{
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FirstImpact = this;
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}
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LastImpact = this;
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}
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}
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void AImpactDecal::BeginPlay ()
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{
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special1 = 1; // Don't want ADecal to find a wall to stick to
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Super::BeginPlay ();
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target = LastImpact;
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if (target != NULL)
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{
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target->tracer = this;
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}
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else
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{
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FirstImpact = this;
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}
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LastImpact = this;
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}
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AImpactDecal *AImpactDecal::StaticCreate (const char *name, fixed_t x, fixed_t y, fixed_t z, side_t *wall, PalEntry color)
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{
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if (cl_maxdecals > 0)
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{
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const FDecal *decal = DecalLibrary.GetDecalByName (name);
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if (decal != NULL && (decal = decal->GetDecal()) != NULL)
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{
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return StaticCreate (decal, x, y, z, wall, color);
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}
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}
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return NULL;
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}
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static void GetWallStuff (side_t *wall, vertex_t *&v1, fixed_t &ldx, fixed_t &ldy)
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{
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||
|
line_t *line = &lines[wall->linenum];
|
||
|
if (line->sidenum[0] == wall - sides)
|
||
|
{
|
||
|
v1 = line->v1;
|
||
|
ldx = line->dx;
|
||
|
ldy = line->dy;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
v1 = line->v2;
|
||
|
ldx = -line->dx;
|
||
|
ldy = -line->dy;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static fixed_t Length (fixed_t dx, fixed_t dy)
|
||
|
{
|
||
|
return (fixed_t)sqrtf ((float)dx*(float)dx+(float)dy*(float)dy);
|
||
|
}
|
||
|
|
||
|
static side_t *NextWall (const side_t *wall)
|
||
|
{
|
||
|
line_t *line = &lines[wall->linenum];
|
||
|
int wallnum = int(wall - sides);
|
||
|
|
||
|
if (line->sidenum[0] == wallnum)
|
||
|
{
|
||
|
if (line->sidenum[1] != NO_SIDE)
|
||
|
{
|
||
|
return sides + line->sidenum[1];
|
||
|
}
|
||
|
}
|
||
|
else if (line->sidenum[1] == wallnum)
|
||
|
{
|
||
|
return sides + line->sidenum[0];
|
||
|
}
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
static fixed_t DecalWidth, DecalLeft, DecalRight;
|
||
|
static fixed_t SpreadZ;
|
||
|
static const AImpactDecal *SpreadSource;
|
||
|
static const FDecal *SpreadDecal;
|
||
|
static TArray<side_t *> SpreadStack;
|
||
|
|
||
|
void AImpactDecal::SpreadLeft (fixed_t r, vertex_t *v1, side_t *feelwall)
|
||
|
{
|
||
|
fixed_t ldx, ldy;
|
||
|
|
||
|
SpreadStack.Push (feelwall);
|
||
|
|
||
|
while (r < 0 && feelwall->LeftSide != NO_SIDE)
|
||
|
{
|
||
|
fixed_t startr = r;
|
||
|
|
||
|
fixed_t x = v1->x;
|
||
|
fixed_t y = v1->y;
|
||
|
|
||
|
feelwall = &sides[feelwall->LeftSide];
|
||
|
GetWallStuff (feelwall, v1, ldx, ldy);
|
||
|
fixed_t wallsize = Length (ldx, ldy);
|
||
|
r += DecalLeft;
|
||
|
x += Scale (r, ldx, wallsize);
|
||
|
y += Scale (r, ldy, wallsize);
|
||
|
r = wallsize + startr;
|
||
|
SpreadSource->CloneSelf (SpreadDecal, x, y, SpreadZ, feelwall);
|
||
|
SpreadStack.Push (feelwall);
|
||
|
|
||
|
side_t *nextwall = NextWall (feelwall);
|
||
|
if (nextwall != NULL && nextwall->LeftSide != NO_SIDE)
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
for (i = SpreadStack.Size(); i-- > 0; )
|
||
|
{
|
||
|
if (SpreadStack[i] == nextwall)
|
||
|
break;
|
||
|
}
|
||
|
if (i == -1)
|
||
|
{
|
||
|
vertex_t *v2;
|
||
|
|
||
|
GetWallStuff (nextwall, v2, ldx, ldy);
|
||
|
SpreadLeft (startr, v2, nextwall);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void AImpactDecal::SpreadRight (fixed_t r, side_t *feelwall, fixed_t wallsize)
|
||
|
{
|
||
|
vertex_t *v1;
|
||
|
fixed_t x, y, ldx, ldy;
|
||
|
|
||
|
SpreadStack.Push (feelwall);
|
||
|
|
||
|
while (r > wallsize && feelwall->RightSide != NO_SIDE)
|
||
|
{
|
||
|
feelwall = &sides[feelwall->RightSide];
|
||
|
|
||
|
side_t *nextwall = NextWall (feelwall);
|
||
|
if (nextwall != NULL && nextwall->LeftSide != NO_SIDE)
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
for (i = SpreadStack.Size(); i-- > 0; )
|
||
|
{
|
||
|
if (SpreadStack[i] == nextwall)
|
||
|
break;
|
||
|
}
|
||
|
if (i == -1)
|
||
|
{
|
||
|
SpreadRight (r, nextwall, wallsize);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
r = DecalWidth - r + wallsize - DecalLeft;
|
||
|
GetWallStuff (feelwall, v1, ldx, ldy);
|
||
|
x = v1->x;
|
||
|
y = v1->y;
|
||
|
wallsize = Length (ldx, ldy);
|
||
|
x -= Scale (r, ldx, wallsize);
|
||
|
y -= Scale (r, ldy, wallsize);
|
||
|
r = DecalRight - r;
|
||
|
SpreadSource->CloneSelf (SpreadDecal, x, y, SpreadZ, feelwall);
|
||
|
SpreadStack.Push (feelwall);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
AImpactDecal *AImpactDecal::StaticCreate (const FDecal *decal, fixed_t x, fixed_t y, fixed_t z, side_t *wall, PalEntry color)
|
||
|
{
|
||
|
AImpactDecal *actor = NULL;
|
||
|
if (decal != NULL && cl_maxdecals > 0 &&
|
||
|
!(wall->Flags & WALLF_NOAUTODECALS))
|
||
|
{
|
||
|
if (decal->LowerDecal)
|
||
|
{
|
||
|
StaticCreate (decal->LowerDecal->GetDecal(), x, y, z, wall);
|
||
|
}
|
||
|
if (ImpactCount >= cl_maxdecals)
|
||
|
{
|
||
|
FirstImpact->Destroy ();
|
||
|
}
|
||
|
ImpactCount++;
|
||
|
actor = Spawn<AImpactDecal> (x, y, z);
|
||
|
|
||
|
if (actor == NULL)
|
||
|
return NULL;
|
||
|
|
||
|
int stickypic = actor->StickToWall (wall);
|
||
|
FTexture *tex = TexMan[stickypic];
|
||
|
|
||
|
if (tex != NULL && tex->bNoDecals)
|
||
|
{
|
||
|
actor->Destroy ();
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
decal->ApplyToActor (actor);
|
||
|
if (color != 0) actor->SetShade (color.r, color.g, color.b);
|
||
|
|
||
|
if (!cl_spreaddecals || actor->picnum == 0xffff)
|
||
|
return actor;
|
||
|
|
||
|
// Spread decal to nearby walls if it does not all fit on this one
|
||
|
vertex_t *v1;
|
||
|
fixed_t rorg, ldx, ldy;
|
||
|
int xscale, yscale;
|
||
|
|
||
|
GetWallStuff (wall, v1, ldx, ldy);
|
||
|
rorg = Length (x - v1->x, y - v1->y);
|
||
|
|
||
|
tex = TexMan[actor->picnum];
|
||
|
int dwidth = tex->GetWidth ();
|
||
|
|
||
|
xscale = (actor->xscale + 1) << (FRACBITS - 6);
|
||
|
yscale = (actor->yscale + 1) << (FRACBITS - 6);
|
||
|
|
||
|
DecalWidth = dwidth * xscale;
|
||
|
DecalLeft = tex->LeftOffset * xscale;
|
||
|
DecalRight = DecalWidth - DecalLeft;
|
||
|
SpreadSource = actor;
|
||
|
SpreadDecal = decal;
|
||
|
SpreadZ = z;
|
||
|
|
||
|
|
||
|
// Try spreading left first
|
||
|
SpreadLeft (rorg - DecalLeft, v1, wall);
|
||
|
SpreadStack.Clear ();
|
||
|
|
||
|
// Then try spreading right
|
||
|
SpreadRight (rorg + DecalRight, wall,
|
||
|
Length (lines[wall->linenum].dx, lines[wall->linenum].dy));
|
||
|
SpreadStack.Clear ();
|
||
|
}
|
||
|
return actor;
|
||
|
}
|
||
|
|
||
|
AImpactDecal *AImpactDecal::CloneSelf (const FDecal *decal, fixed_t ix, fixed_t iy, fixed_t iz, side_t *wall) const
|
||
|
{
|
||
|
AImpactDecal *actor = NULL;
|
||
|
// [SO] We used to have an 'else' here -- but that means we create an actor without increasing the
|
||
|
// count!!!
|
||
|
// [RH] Moved this before the destroy, just so it can't go negative temporarily.
|
||
|
ImpactCount++;
|
||
|
if (ImpactCount >= cl_maxdecals)
|
||
|
{
|
||
|
FirstImpact->Destroy ();
|
||
|
}
|
||
|
actor = Spawn<AImpactDecal> (ix, iy, iz);
|
||
|
if (actor != NULL)
|
||
|
{
|
||
|
actor->StickToWall (wall);
|
||
|
decal->ApplyToActor (actor);
|
||
|
actor->alphacolor = alphacolor;
|
||
|
actor->renderflags = (actor->renderflags & RF_DECALMASK) |
|
||
|
(this->renderflags & ~RF_DECALMASK);
|
||
|
}
|
||
|
return actor;
|
||
|
}
|
||
|
|
||
|
void AImpactDecal::Destroy ()
|
||
|
{
|
||
|
if (target != NULL)
|
||
|
{
|
||
|
target->tracer = tracer;
|
||
|
}
|
||
|
if (tracer != NULL)
|
||
|
{
|
||
|
tracer->target = target;
|
||
|
}
|
||
|
if (LastImpact == this)
|
||
|
{
|
||
|
LastImpact = target;
|
||
|
}
|
||
|
if (FirstImpact == this)
|
||
|
{
|
||
|
FirstImpact = tracer;
|
||
|
}
|
||
|
|
||
|
ImpactCount--;
|
||
|
Super::Destroy ();
|
||
|
}
|
||
|
|
||
|
CCMD (countdecals)
|
||
|
{
|
||
|
Printf ("%d impact decals\n", ImpactCount);
|
||
|
}
|
||
|
|
||
|
CCMD (countdecalsreal)
|
||
|
{
|
||
|
TThinkerIterator<AImpactDecal> iterator (STAT_DECAL);
|
||
|
int count = 0;
|
||
|
|
||
|
while (iterator.Next())
|
||
|
count++;
|
||
|
|
||
|
Printf ("Counted %d impact decals\n", count);
|
||
|
}
|
||
|
|
||
|
CCMD (spray)
|
||
|
{
|
||
|
if (argv.argc() < 2 || m_Instigator == NULL)
|
||
|
{
|
||
|
Printf ("Usage: spray <decal>\n");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
FTraceResults trace;
|
||
|
|
||
|
angle_t ang = m_Instigator->angle >> ANGLETOFINESHIFT;
|
||
|
angle_t pitch = (angle_t)(m_Instigator->pitch) >> ANGLETOFINESHIFT;
|
||
|
fixed_t vx = FixedMul (finecosine[pitch], finecosine[ang]);
|
||
|
fixed_t vy = FixedMul (finecosine[pitch], finesine[ang]);
|
||
|
fixed_t vz = -finesine[pitch];
|
||
|
|
||
|
if (Trace (m_Instigator->x, m_Instigator->y,
|
||
|
m_Instigator->z + m_Instigator->height - (m_Instigator->height>>2),
|
||
|
m_Instigator->Sector,
|
||
|
vx, vy, vz, 172*FRACUNIT, 0, ML_BLOCKEVERYTHING, m_Instigator,
|
||
|
trace, TRACE_NoSky))
|
||
|
{
|
||
|
if (trace.HitType == TRACE_HitWall)
|
||
|
{
|
||
|
AImpactDecal::StaticCreate (argv[1],
|
||
|
trace.X, trace.Y, trace.Z,
|
||
|
sides + trace.Line->sidenum[trace.Side]);
|
||
|
}
|
||
|
}
|
||
|
}
|