mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-07 21:41:42 +00:00
e2179d5c2d
SVN r184 (trunk)
225 lines
5.8 KiB
C++
225 lines
5.8 KiB
C++
/*
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** a_skies.cpp
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** Skybox-related actors
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 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 "p_local.h"
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// arg0 = Visibility*4 for this skybox
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IMPLEMENT_STATELESS_ACTOR (ASkyViewpoint, Any, 9080, 0)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOSECTOR|MF_NOGRAVITY)
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PROP_Flags3 (MF3_DONTSPLASH)
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END_DEFAULTS
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// If this actor has no TID, make it the default sky box
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void ASkyViewpoint::BeginPlay ()
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{
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Super::BeginPlay ();
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if (tid == 0)
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{
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int i;
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for (i = 0; i <numsectors; i++)
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{
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if (sectors[i].FloorSkyBox == NULL)
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{
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sectors[i].FloorSkyBox = this;
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}
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if (sectors[i].CeilingSkyBox == NULL)
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{
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sectors[i].CeilingSkyBox = this;
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}
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}
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}
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}
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void ASkyViewpoint::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << bInSkybox << bAlways << Mate << PlaneAlpha;
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}
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//---------------------------------------------------------------------------
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// arg0 = tid of matching SkyViewpoint
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// A value of 0 means to use a regular stretched texture, in case
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// there is a default SkyViewpoint in the level.
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//
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// arg1 = 0: set both floor and ceiling skybox
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// = 1: set only ceiling skybox
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// = 2: set only floor skybox
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class ASkyPicker : public AActor
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{
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DECLARE_STATELESS_ACTOR (ASkyPicker, AActor)
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public:
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void PostBeginPlay ();
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};
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IMPLEMENT_STATELESS_ACTOR (ASkyPicker, Any, 9081, 0)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOSECTOR|MF_NOGRAVITY)
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PROP_Flags3 (MF3_DONTSPLASH)
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END_DEFAULTS
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void ASkyPicker::PostBeginPlay ()
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{
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ASkyViewpoint *box;
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Super::PostBeginPlay ();
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if (args[0] == 0)
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{
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box = NULL;
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}
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else
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{
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TActorIterator<ASkyViewpoint> iterator (args[0]);
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box = iterator.Next ();
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}
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if (box == NULL && args[0] != 0)
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{
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Printf ("Can't find SkyViewpoint %d for sector %d\n",
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args[0], Sector - sectors);
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}
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else
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{
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if (0 == (args[1] & 2))
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{
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Sector->CeilingSkyBox = box;
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}
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if (0 == (args[1] & 1))
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{
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Sector->FloorSkyBox = box;
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}
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}
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Destroy ();
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}
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//---------------------------------------------------------------------------
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// Stacked sectors.
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// arg0 = opacity of plane; 0 = invisible, 255 = fully opaque
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class AStackPoint : public ASkyViewpoint
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{
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DECLARE_STATELESS_ACTOR (AStackPoint, ASkyViewpoint)
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public:
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void BeginPlay ();
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};
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IMPLEMENT_ABSTRACT_ACTOR (AStackPoint)
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void AStackPoint::BeginPlay ()
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{
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// Skip SkyViewpoint's initialization
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AActor::BeginPlay ();
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bAlways = true;
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}
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//---------------------------------------------------------------------------
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// Upper stacks go in the top sector. Lower stacks go in the bottom sector.
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class AUpperStackLookOnly : public AStackPoint
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{
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DECLARE_STATELESS_ACTOR (AUpperStackLookOnly, AStackPoint)
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public:
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void PostBeginPlay ();
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};
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class ALowerStackLookOnly : public AStackPoint
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{
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DECLARE_STATELESS_ACTOR (ALowerStackLookOnly, AStackPoint)
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public:
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void PostBeginPlay ();
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};
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IMPLEMENT_STATELESS_ACTOR (AUpperStackLookOnly, Any, 9077, 0)
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END_DEFAULTS
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IMPLEMENT_STATELESS_ACTOR (ALowerStackLookOnly, Any, 9078, 0)
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END_DEFAULTS
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void AUpperStackLookOnly::PostBeginPlay ()
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{
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Super::PostBeginPlay ();
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TActorIterator<ALowerStackLookOnly> it (tid);
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Sector->FloorSkyBox = it.Next();
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if (Sector->FloorSkyBox != NULL)
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{
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Sector->FloorSkyBox->Mate = this;
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Sector->FloorSkyBox->PlaneAlpha = Scale (args[0], OPAQUE, 255);
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}
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}
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void ALowerStackLookOnly::PostBeginPlay ()
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{
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Super::PostBeginPlay ();
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TActorIterator<AUpperStackLookOnly> it (tid);
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Sector->CeilingSkyBox = it.Next();
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if (Sector->CeilingSkyBox != NULL)
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{
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Sector->CeilingSkyBox->Mate = this;
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Sector->CeilingSkyBox->PlaneAlpha = Scale (args[0], OPAQUE, 255);
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}
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}
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//---------------------------------------------------------------------------
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class ASectorSilencer : public AActor
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{
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DECLARE_STATELESS_ACTOR (ASectorSilencer, AActor)
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public:
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void BeginPlay ();
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void Destroy ();
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};
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IMPLEMENT_STATELESS_ACTOR (ASectorSilencer, Any, 9082, 0)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
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PROP_RenderStyle (STYLE_None)
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END_DEFAULTS
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void ASectorSilencer::BeginPlay ()
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{
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Super::BeginPlay ();
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Sector->MoreFlags |= SECF_SILENT;
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}
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void ASectorSilencer::Destroy ()
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{
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Sector->MoreFlags &= ~SECF_SILENT;
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Super::Destroy ();
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}
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