gzdoom-gles/src/g_shared/a_decals.cpp
Christoph Oelckers 0c39b5c66a - Fixed: The rail sound used the shooter's position for calculating the sound origin
but should use the camera position instead to get the correct position for
  the closest point along the trail.
- Fixed: Explosions no longer caused splashes.
- Fixed: Copying translations to lower decals had the shade color check wrong.
- Fixed: Waggling floors did not move attached geometry.
- Cleaned up p_floor.cpp so that related parts of the code are grouped together.

SVN r1926 (trunk)
2009-10-17 11:30:44 +00:00

797 lines
19 KiB
C++

/*
** a_decals.cpp
** Implements the actor that represents decals in the level
**
**---------------------------------------------------------------------------
** 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 "r_defs.h"
#include "p_local.h"
#include "v_video.h"
#include "p_trace.h"
#include "decallib.h"
#include "statnums.h"
#include "c_dispatch.h"
#include "d_net.h"
#include "colormatcher.h"
#include "v_palette.h"
static fixed_t DecalWidth, DecalLeft, DecalRight;
static fixed_t SpreadZ;
static const DBaseDecal *SpreadSource;
static const FDecalTemplate *SpreadTemplate;
static TArray<side_t *> SpreadStack;
static int ImpactCount;
CVAR (Bool, cl_spreaddecals, true, CVAR_ARCHIVE)
IMPLEMENT_POINTY_CLASS (DBaseDecal)
DECLARE_POINTER(WallNext)
END_POINTERS
IMPLEMENT_CLASS (DImpactDecal)
DBaseDecal::DBaseDecal ()
: DThinker(STAT_DECAL),
WallNext(0), WallPrev(0), LeftDistance(0), Z(0), ScaleX(FRACUNIT), ScaleY(FRACUNIT), Alpha(FRACUNIT),
AlphaColor(0), Translation(0), RenderFlags(0)
{
RenderStyle = STYLE_None;
PicNum.SetInvalid();
}
DBaseDecal::DBaseDecal (fixed_t z)
: DThinker(STAT_DECAL),
WallNext(0), WallPrev(0), LeftDistance(0), Z(z), ScaleX(FRACUNIT), ScaleY(FRACUNIT), Alpha(FRACUNIT),
AlphaColor(0), Translation(0), RenderFlags(0)
{
RenderStyle = STYLE_None;
PicNum.SetInvalid();
}
DBaseDecal::DBaseDecal (int statnum, fixed_t z)
: DThinker(statnum),
WallNext(0), WallPrev(0), LeftDistance(0), Z(z), ScaleX(FRACUNIT), ScaleY(FRACUNIT), Alpha(FRACUNIT),
AlphaColor(0), Translation(0), RenderFlags(0)
{
RenderStyle = STYLE_None;
PicNum.SetInvalid();
}
DBaseDecal::DBaseDecal (const AActor *basis)
: DThinker(STAT_DECAL),
WallNext(0), WallPrev(0), LeftDistance(0), Z(basis->z), ScaleX(basis->scaleX), ScaleY(basis->scaleY),
Alpha(basis->alpha), AlphaColor(basis->fillcolor), Translation(basis->Translation), PicNum(basis->picnum),
RenderFlags(basis->renderflags), RenderStyle(basis->RenderStyle)
{
}
DBaseDecal::DBaseDecal (const DBaseDecal *basis)
: DThinker(STAT_DECAL),
WallNext(0), WallPrev(0), LeftDistance(basis->LeftDistance), Z(basis->Z), ScaleX(basis->ScaleX),
ScaleY(basis->ScaleY), Alpha(basis->Alpha), AlphaColor(basis->AlphaColor), Translation(basis->Translation),
PicNum(basis->PicNum), RenderFlags(basis->RenderFlags), RenderStyle(basis->RenderStyle)
{
}
void DBaseDecal::Destroy ()
{
Remove ();
Super::Destroy ();
}
void DBaseDecal::Remove ()
{
DBaseDecal **prev = WallPrev;
DBaseDecal *next = WallNext;
if (prev && (*prev = next))
next->WallPrev = prev;
WallPrev = NULL;
WallNext = NULL;
}
void DBaseDecal::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << LeftDistance
<< Z
<< ScaleX << ScaleY
<< Alpha
<< AlphaColor
<< Translation
<< PicNum
<< RenderFlags
<< RenderStyle
<< Sector;
}
void DBaseDecal::SerializeChain (FArchive &arc, DBaseDecal **first)
{
DWORD numInChain;
DBaseDecal *fresh;
DBaseDecal **firstptr = first;
if (arc.IsLoading ())
{
numInChain = arc.ReadCount ();
while (numInChain--)
{
arc << fresh;
*firstptr = fresh;
fresh->WallPrev = firstptr;
firstptr = &fresh->WallNext;
}
}
else
{
numInChain = 0;
fresh = *firstptr;
while (fresh != NULL)
{
fresh = fresh->WallNext;
++numInChain;
}
arc.WriteCount (numInChain);
fresh = *firstptr;
while (numInChain--)
{
arc << fresh;
fresh = fresh->WallNext;
}
}
}
void DBaseDecal::GetXY (side_t *wall, fixed_t &ox, fixed_t &oy) const
{
line_t *line = wall->linedef;
vertex_t *v1, *v2;
if (line->sidedef[0] == wall)
{
v1 = line->v1;
v2 = line->v2;
}
else
{
v1 = line->v2;
v2 = line->v1;
}
fixed_t dx = v2->x - v1->x;
fixed_t dy = v2->y - v1->y;
ox = v1->x + MulScale30 (LeftDistance, dx);
oy = v1->y + MulScale30 (LeftDistance, dy);
}
void DBaseDecal::SetShade (DWORD rgb)
{
PalEntry *entry = (PalEntry *)&rgb;
AlphaColor = rgb | (ColorMatcher.Pick (entry->r, entry->g, entry->b) << 24);
}
void DBaseDecal::SetShade (int r, int g, int b)
{
AlphaColor = MAKEARGB(ColorMatcher.Pick (r, g, b), r, g, b);
}
// Returns the texture the decal stuck to.
FTextureID DBaseDecal::StickToWall (side_t *wall, fixed_t x, fixed_t y, F3DFloor *ffloor)
{
// Stick the decal at the end of the chain so it appears on top
DBaseDecal *next, **prev;
prev = &wall->AttachedDecals;
while (*prev != NULL)
{
next = *prev;
prev = &next->WallNext;
}
*prev = this;
WallNext = NULL;
WallPrev = prev;
/*
WallNext = wall->AttachedDecals;
WallPrev = &wall->AttachedDecals;
if (WallNext)
WallNext->WallPrev = &WallNext;
wall->AttachedDecals = this;
*/
sector_t *front, *back;
line_t *line;
FTextureID tex;
line = wall->linedef;
if (line->sidedef[0] == wall)
{
front = line->frontsector;
back = line->backsector;
}
else
{
front = line->backsector;
back = line->frontsector;
}
if (back == NULL)
{
RenderFlags |= RF_RELMID;
if (line->flags & ML_DONTPEGBOTTOM)
Z -= front->GetPlaneTexZ(sector_t::floor);
else
Z -= front->GetPlaneTexZ(sector_t::ceiling);
tex = wall->GetTexture(side_t::mid);
}
else if (back->floorplane.ZatPoint (x, y) >= Z)
{
RenderFlags |= RF_RELLOWER|RF_CLIPLOWER;
if (line->flags & ML_DONTPEGBOTTOM)
Z -= front->GetPlaneTexZ(sector_t::ceiling);
else
Z -= back->GetPlaneTexZ(sector_t::floor);
tex = wall->GetTexture(side_t::bottom);
}
else if (back->ceilingplane.ZatPoint (x, y) <= Z)
{
RenderFlags |= RF_RELUPPER|RF_CLIPUPPER;
if (line->flags & ML_DONTPEGTOP)
Z -= front->GetPlaneTexZ(sector_t::ceiling);
else
Z -= back->GetPlaneTexZ(sector_t::ceiling);
tex = wall->GetTexture(side_t::top);
}
#ifdef _3DFLOORS
else if (ffloor) // this is a 3d-floor segment - do this only if we know which one!
{
Sector=ffloor->model;
RenderFlags |= RF_RELMID|RF_CLIPMID;
if (line->flags & ML_DONTPEGBOTTOM)
Z -= Sector->GetPlaneTexZ(sector_t::floor);
else
Z -= Sector->GetPlaneTexZ(sector_t::ceiling);
if (ffloor->flags & FF_UPPERTEXTURE)
{
tex = wall->GetTexture(side_t::top);
}
else if (ffloor->flags & FF_LOWERTEXTURE)
{
tex = wall->GetTexture(side_t::bottom);
}
else
{
tex = ffloor->master->sidedef[0]->GetTexture(side_t::mid);
}
}
#endif
else return FNullTextureID();
CalcFracPos (wall, x, y);
return tex;
}
fixed_t DBaseDecal::GetRealZ (const side_t *wall) const
{
const line_t *line = wall->linedef;
const sector_t *front, *back;
if (line->sidedef[0] == wall)
{
front = line->frontsector;
back = line->backsector;
}
else
{
front = line->backsector;
back = line->frontsector;
}
if (back == NULL)
{
back = front;
}
switch (RenderFlags & RF_RELMASK)
{
default:
return Z;
case RF_RELUPPER:
if (line->flags & ML_DONTPEGTOP)
{
return Z + front->GetPlaneTexZ(sector_t::ceiling);
}
else
{
return Z + back->GetPlaneTexZ(sector_t::ceiling);
}
case RF_RELLOWER:
if (line->flags & ML_DONTPEGBOTTOM)
{
return Z + front->GetPlaneTexZ(sector_t::ceiling);
}
else
{
return Z + back->GetPlaneTexZ(sector_t::floor);
}
case RF_RELMID:
if (line->flags & ML_DONTPEGBOTTOM)
{
return Z + front->GetPlaneTexZ(sector_t::floor);
}
else
{
return Z + front->GetPlaneTexZ(sector_t::ceiling);
}
}
}
void DBaseDecal::CalcFracPos (side_t *wall, fixed_t x, fixed_t y)
{
line_t *line = wall->linedef;
vertex_t *v1, *v2;
if (line->sidedef[0] == wall)
{
v1 = line->v1;
v2 = line->v2;
}
else
{
v1 = line->v2;
v2 = line->v1;
}
fixed_t dx = v2->x - v1->x;
fixed_t dy = v2->y - v1->y;
if (abs(dx) > abs(dy))
{
LeftDistance = SafeDivScale30 (x - v1->x, dx);
}
else if (dy != 0)
{
LeftDistance = SafeDivScale30 (y - v1->y, dy);
}
else
{
LeftDistance = 0;
}
}
static void GetWallStuff (side_t *wall, vertex_t *&v1, fixed_t &ldx, fixed_t &ldy)
{
line_t *line = wall->linedef;
if (line->sidedef[0] == wall)
{
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 = wall->linedef;
if (line->sidedef[0] == wall)
{
if (line->sidedef[1] != NULL)
{
return line->sidedef[1];
}
}
else if (line->sidedef[1] == wall)
{
return line->sidedef[0];
}
return NULL;
}
void DBaseDecal::SpreadLeft (fixed_t r, vertex_t *v1, side_t *feelwall, F3DFloor *ffloor)
{
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 (SpreadTemplate, x, y, SpreadZ, feelwall, ffloor);
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, ffloor);
}
}
}
}
void DBaseDecal::SpreadRight (fixed_t r, side_t *feelwall, fixed_t wallsize, F3DFloor *ffloor)
{
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, ffloor);
}
}
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 (SpreadTemplate, x, y, SpreadZ, feelwall, ffloor);
SpreadStack.Push (feelwall);
}
}
void DBaseDecal::Spread (const FDecalTemplate *tpl, side_t *wall, fixed_t x, fixed_t y, fixed_t z, F3DFloor * ffloor)
{
FTexture *tex;
vertex_t *v1;
fixed_t rorg, ldx, ldy;
GetWallStuff (wall, v1, ldx, ldy);
rorg = Length (x - v1->x, y - v1->y);
tex = TexMan[PicNum];
int dwidth = tex->GetWidth ();
DecalWidth = dwidth * ScaleX;
DecalLeft = tex->LeftOffset * ScaleX;
DecalRight = DecalWidth - DecalLeft;
SpreadSource = this;
SpreadTemplate = tpl;
SpreadZ = z;
// Try spreading left first
SpreadLeft (rorg - DecalLeft, v1, wall, ffloor);
SpreadStack.Clear ();
// Then try spreading right
SpreadRight (rorg + DecalRight, wall,
Length (wall->linedef->dx, wall->linedef->dy), ffloor);
SpreadStack.Clear ();
}
DBaseDecal *DBaseDecal::CloneSelf (const FDecalTemplate *tpl, fixed_t ix, fixed_t iy, fixed_t iz, side_t *wall, F3DFloor * ffloor) const
{
DBaseDecal *decal = new DBaseDecal(iz);
if (decal != NULL)
{
decal->StickToWall (wall, ix, iy, ffloor);
tpl->ApplyToDecal (decal, wall);
decal->AlphaColor = AlphaColor;
decal->RenderFlags = (decal->RenderFlags & RF_DECALMASK) |
(this->RenderFlags & ~RF_DECALMASK);
}
return decal;
}
CUSTOM_CVAR (Int, cl_maxdecals, 1024, CVAR_ARCHIVE)
{
if (self < 0)
{
self = 0;
}
else
{
while (ImpactCount > self)
{
DThinker *thinker = DThinker::FirstThinker (STAT_AUTODECAL);
if (thinker != NULL)
{
thinker->Destroy();
}
}
}
}
// Uses: target points to previous impact decal
// tracer points to next impact decal
//
// Note that this means we can't simply serialize an impact decal as-is
// because doing so when many are present in a level could result in
// a lot of recursion and we would run out of stack. Not nice. So instead,
// the save game code calls DImpactDecal::SerializeAll to serialize a
// list of impact decals.
void DImpactDecal::SerializeTime (FArchive &arc)
{
if (arc.IsLoading ())
{
ImpactCount = 0;
}
}
void DImpactDecal::Serialize (FArchive &arc)
{
Super::Serialize (arc);
}
DImpactDecal::DImpactDecal ()
: DBaseDecal (STAT_AUTODECAL, 0)
{
ImpactCount++;
}
DImpactDecal::DImpactDecal (fixed_t z)
: DBaseDecal (STAT_AUTODECAL, z)
{
ImpactCount++;
}
void DImpactDecal::CheckMax ()
{
if (ImpactCount >= cl_maxdecals)
{
DThinker *thinker = DThinker::FirstThinker (STAT_AUTODECAL);
if (thinker != NULL)
{
thinker->Destroy();
}
}
}
DImpactDecal *DImpactDecal::StaticCreate (const char *name, fixed_t x, fixed_t y, fixed_t z, side_t *wall, F3DFloor * ffloor, PalEntry color)
{
if (cl_maxdecals > 0)
{
const FDecalTemplate *tpl = DecalLibrary.GetDecalByName (name);
if (tpl != NULL && (tpl = tpl->GetDecal()) != NULL)
{
return StaticCreate (tpl, x, y, z, wall, ffloor, color);
}
}
return NULL;
}
DImpactDecal *DImpactDecal::StaticCreate (const FDecalTemplate *tpl, fixed_t x, fixed_t y, fixed_t z, side_t *wall, F3DFloor * ffloor, PalEntry color)
{
DImpactDecal *decal = NULL;
if (tpl != NULL && cl_maxdecals > 0 && !(wall->Flags & WALLF_NOAUTODECALS))
{
if (tpl->LowerDecal)
{
int lowercolor;
const FDecalTemplate * tpl_low = tpl->LowerDecal->GetDecal();
// If the default color of the lower decal is the same as the main decal's
// apply the custom color as well.
if (tpl->ShadeColor != tpl_low->ShadeColor) lowercolor=0;
else lowercolor = color;
StaticCreate (tpl_low, x, y, z, wall, ffloor, lowercolor);
}
DImpactDecal::CheckMax();
decal = new DImpactDecal (z);
FTextureID stickypic = decal->StickToWall (wall, x, y, ffloor);
FTexture *tex = TexMan[stickypic];
if (tex != NULL && tex->bNoDecals)
{
return NULL;
}
if (decal == NULL)
{
return NULL;
}
tpl->ApplyToDecal (decal, wall);
if (color != 0)
{
decal->SetShade (color.r, color.g, color.b);
}
if (!cl_spreaddecals || !decal->PicNum.isValid())
{
return decal;
}
// Spread decal to nearby walls if it does not all fit on this one
decal->Spread (tpl, wall, x, y, z, ffloor);
}
return decal;
}
DBaseDecal *DImpactDecal::CloneSelf (const FDecalTemplate *tpl, fixed_t ix, fixed_t iy, fixed_t iz, side_t *wall, F3DFloor * ffloor) const
{
DImpactDecal::CheckMax();
DImpactDecal *decal = new DImpactDecal(iz);
if (decal != NULL)
{
decal->StickToWall (wall, ix, iy, ffloor);
tpl->ApplyToDecal (decal, wall);
decal->AlphaColor = AlphaColor;
decal->RenderFlags = (decal->RenderFlags & RF_DECALMASK) |
(this->RenderFlags & ~RF_DECALMASK);
}
return decal;
}
void DImpactDecal::Destroy ()
{
ImpactCount--;
Super::Destroy ();
}
CCMD (countdecals)
{
Printf ("%d impact decals\n", ImpactCount);
}
CCMD (countdecalsreal)
{
TThinkerIterator<DImpactDecal> iterator (STAT_AUTODECAL);
int count = 0;
while (iterator.Next())
count++;
Printf ("Counted %d impact decals\n", count);
}
CCMD (spray)
{
if (who == NULL || argv.argc() < 2)
{
Printf ("Usage: spray <decal>\n");
return;
}
Net_WriteByte (DEM_SPRAY);
Net_WriteString (argv[1]);
}
class ADecal : public AActor
{
DECLARE_CLASS (ADecal, AActor);
public:
void BeginPlay ();
};
IMPLEMENT_CLASS (ADecal)
void ADecal::BeginPlay ()
{
const FDecalTemplate *tpl;
FTraceResults trace;
DBaseDecal *decal;
side_t *wall;
Super::BeginPlay ();
int decalid = args[0] + (args[1] << 8); // [KS] High byte for decals.
// If no decal is specified, don't try to create one.
if (decalid != 0 && (tpl = DecalLibrary.GetDecalByNum (decalid)) != 0)
{
if (!tpl->PicNum.Exists())
{
Printf("Decal actor at (%d,%d) does not have a valid texture\n", x>>FRACBITS, y>>FRACBITS);
}
else
{
// Look for a wall within 64 units behind the actor. If none can be
// found, then no decal is created, and this actor is destroyed
// without effectively doing anything.
Trace (x, y, z, Sector,
finecosine[(angle+ANGLE_180)>>ANGLETOFINESHIFT],
finesine[(angle+ANGLE_180)>>ANGLETOFINESHIFT], 0,
64*FRACUNIT, 0, 0, NULL, trace, TRACE_NoSky);
if (trace.HitType == TRACE_HitWall)
{
decal = new DBaseDecal (this);
wall = trace.Line->sidedef[trace.Side];
decal->StickToWall (wall, trace.X, trace.Y, trace.ffloor);
tpl->ApplyToDecal (decal, wall);
// Spread decal to nearby walls if it does not all fit on this one
if (cl_spreaddecals)
{
decal->Spread (tpl, wall, trace.X, trace.Y, z, trace.ffloor);
}
}
else
{
DPrintf ("Could not find a wall to stick decal to at (%d,%d)\n", x>>FRACBITS, y>>FRACBITS);
}
}
}
else
{
DPrintf ("Decal actor at (%d,%d) does not have a good template\n", x>>FRACBITS, y>>FRACBITS);
}
// This actor doesn't need to stick around anymore.
Destroy();
}