/* ** a_skies.cpp ** Skybox-related actors ** **--------------------------------------------------------------------------- ** Copyright 1998-2006 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 "actor.h" #include "a_sharedglobal.h" #include "p_local.h" #include "p_lnspec.h" #include "farchive.h" #include "r_sky.h" #include "portal.h" // arg0 = Visibility*4 for this skybox IMPLEMENT_CLASS (ASkyViewpoint) // If this actor has no TID, make it the default sky box void ASkyViewpoint::BeginPlay () { Super::BeginPlay (); if (tid == 0 && sectorPortals[0].mSkybox == nullptr) { sectorPortals[0].mSkybox = this; sectorPortals[0].mDestination = Sector; } } void ASkyViewpoint::Destroy () { // remove all sector references to ourselves. for (auto &s : sectorPortals) { if (s.mSkybox == this) s.mSkybox = 0; // This is necessary to entirely disable EE-style skyboxes // if their viewpoint gets deleted. s.mFlags |= PORTSF_SKYFLATONLY; } Super::Destroy(); } IMPLEMENT_CLASS (ASkyCamCompat) void ASkyCamCompat::BeginPlay() { // Do not call the SkyViewpoint's super method because it would trash our setup AActor::BeginPlay(); } //--------------------------------------------------------------------------- // arg0 = tid of matching SkyViewpoint // A value of 0 means to use a regular stretched texture, in case // there is a default SkyViewpoint in the level. // // arg1 = 0: set both floor and ceiling skybox // = 1: set only ceiling skybox // = 2: set only floor skybox class ASkyPicker : public AActor { DECLARE_CLASS (ASkyPicker, AActor) public: void PostBeginPlay (); }; IMPLEMENT_CLASS (ASkyPicker) void ASkyPicker::PostBeginPlay () { ASkyViewpoint *box; Super::PostBeginPlay (); if (args[0] == 0) { box = NULL; } else { TActorIterator iterator (args[0]); box = iterator.Next (); } if (box == NULL && args[0] != 0) { Printf ("Can't find SkyViewpoint %d for sector %td\n", args[0], Sector - sectors); } else { int boxindex = P_GetSkyboxPortal(box); // Do not override special portal types, only regular skies. if (0 == (args[1] & 2)) { if (Sector->GetPortalType(sector_t::ceiling) == PORTS_SKYVIEWPOINT) Sector->Portals[sector_t::ceiling] = boxindex; } if (0 == (args[1] & 1)) { if (Sector->GetPortalType(sector_t::floor) == PORTS_SKYVIEWPOINT) Sector->Portals[sector_t::floor] = boxindex; } } Destroy (); } //--------------------------------------------------------------------------- // Stacked sectors. // arg0 = opacity of plane; 0 = invisible, 255 = fully opaque IMPLEMENT_CLASS (AStackPoint) void AStackPoint::BeginPlay () { // Skip SkyViewpoint's initialization AActor::BeginPlay (); } //--------------------------------------------------------------------------- class ASectorSilencer : public AActor { DECLARE_CLASS (ASectorSilencer, AActor) public: void BeginPlay (); void Destroy (); }; IMPLEMENT_CLASS (ASectorSilencer) void ASectorSilencer::BeginPlay () { Super::BeginPlay (); Sector->Flags |= SECF_SILENT; } void ASectorSilencer::Destroy () { Sector->Flags &= ~SECF_SILENT; Super::Destroy (); } class ASectorFlagSetter : public AActor { DECLARE_CLASS (ASectorFlagSetter, AActor) public: void BeginPlay (); }; IMPLEMENT_CLASS (ASectorFlagSetter) void ASectorFlagSetter::BeginPlay () { Super::BeginPlay (); Sector->Flags |= args[0]; }