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https://github.com/ZDoom/gzdoom-gles.git
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190 lines
4.5 KiB
Text
190 lines
4.5 KiB
Text
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/*
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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 1998-2016 Randy Heit
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** Copyright 2006-2017 Christoph Oelckers
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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, self 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, self 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 self 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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class SkyViewpoint : Actor
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{
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default
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{
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+NOSECTOR
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+NOBLOCKMAP
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+NOGRAVITY
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+DONTSPLASH
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}
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// arg0 = Visibility*4 for self skybox
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// If self actor has no TID, make it the default sky box
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override void BeginPlay ()
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{
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Super.BeginPlay ();
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if (tid == 0 && level.sectorPortals[0].mSkybox == null)
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{
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level.sectorPortals[0].mSkybox = self;
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level.sectorPortals[0].mDestination = CurSector;
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}
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}
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override void OnDestroy ()
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{
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// remove all sector references to ourselves.
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for (int i = 0; i < level.sectorPortals.Size(); i++)
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{
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SectorPortal s = level.sectorPortals[i];
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if (s.mSkybox == self)
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{
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s.mSkybox = null;
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// This is necessary to entirely disable EE-style skyboxes
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// if their viewpoint gets deleted.
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s.mFlags |= SectorPortal.FLAG_SKYFLATONLY;
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}
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}
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Super.OnDestroy();
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}
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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 SkyPicker : Actor
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{
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default
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{
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+NOSECTOR
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+NOBLOCKMAP
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+NOGRAVITY
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+DONTSPLASH
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}
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override void PostBeginPlay ()
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{
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Actor 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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let it = ActorIterator.Create(args[0], "SkyViewpoint");
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box = it.Next ();
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}
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if (box == null && args[0] != 0)
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{
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A_Log(String.Format("Can't find SkyViewpoint %d for sector %d\n", args[0], CurSector.Index()));
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}
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else
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{
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int boxindex = SectorPortal.GetSkyboxPortal(box);
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// Do not override special portal types, only regular skies.
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if (0 == (args[1] & 2))
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{
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if (CurSector.GetPortalType(sector.ceiling) == SectorPortal.TYPE_SKYVIEWPOINT)
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CurSector.Portals[sector.ceiling] = boxindex;
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}
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if (0 == (args[1] & 1))
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{
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if (CurSector.GetPortalType(sector.floor) == SectorPortal.TYPE_SKYVIEWPOINT)
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CurSector.Portals[sector.floor] = boxindex;
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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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class SkyCamCompat : SkyViewpoint
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{
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override void BeginPlay ()
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{
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// Skip SkyViewpoint's initialization, Actor's is not needed here.
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}
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}
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class StackPoint : SkyViewpoint
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{
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override void BeginPlay ()
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{
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// Skip SkyViewpoint's initialization, Actor's is not needed here.
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}
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}
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class UpperStackLookOnly : StackPoint
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{
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}
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class LowerStackLookOnly : StackPoint
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{
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}
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class SectorSilencer : Actor
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{
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default
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{
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+NOBLOCKMAP
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+NOGRAVITY
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+DONTSPLASH
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RenderStyle "None";
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}
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override void BeginPlay ()
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{
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Super.BeginPlay ();
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CurSector.Flags |= Sector.SECF_SILENT;
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}
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override void OnDestroy ()
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{
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if (CurSector != null)
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{
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CurSector.Flags &= ~Sector.SECF_SILENT;
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}
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Super.OnDestroy();
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}
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}
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