gzdoom-last-svn/src/g_shared/a_decals.cpp

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/*
** 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"
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), PicNum(0xFFFF), RenderFlags(0)
{
RenderStyle = STYLE_None;
}
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), PicNum(0xFFFF), RenderFlags(0)
{
RenderStyle = STYLE_None;
}
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), PicNum(0xFFFF), RenderFlags(0)
{
RenderStyle = STYLE_None;
}
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 = &lines[wall->linenum];
DWORD wallnum = DWORD(wall - sides);
vertex_t *v1, *v2;
if (line->sidenum[0] == wallnum)
{
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.
int 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;
int tex;
line = &lines[wall->linenum];
if (line->sidenum[0] == DWORD(wall - sides))
{
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->floortexz;
else
Z -= front->ceilingtexz;
- Removed precompiled header option for GL code because it caused more problems than the minimal amount of saved time was worth. Update to ZDoom r833: - Disabled scrolling of 3DMIDTEX textures. Due to the special needs this cannot work properly. - Added new Scroll_Wall special to allow more control over wall scrolling. Since it uses fixed point parameters it can only be used in scripts though. - Added flags parameters to all wall scroller specials that didn't use all 5 args. - Separated scrolling of the 3 different texture parts of a sidedef. While doing this I did some more restructuring of the sidedef structure and changed it so that all state changes to sidedefs that affect rendering have to be made with access functions. This is not of much use to the software renderer but it allows far easier caching of rendering data for OpenGL because the only place I need to check is in the access functions. - Added Karate Chris's ThingCountSector submission. - Made texture indices in FSwitchDef full integers. Since that required some data restructuring I also eliminated the MAX_FRAMES limit of 128 per switch. - Removed some debug output from SBarInfo::ParseSBarInfo(). - Fixed: Heretic linetype translations included the wrong file. - Removed ATTN_SURROUND, since FMOD Ex doesn't exactly support it, and it only worked as intended on stereo speakers anyway. - Cleaned out ancient crud from i_sound.cpp. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@67 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-21 21:15:56 +00:00
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->ceilingtexz;
else
Z -= back->floortexz;
- Removed precompiled header option for GL code because it caused more problems than the minimal amount of saved time was worth. Update to ZDoom r833: - Disabled scrolling of 3DMIDTEX textures. Due to the special needs this cannot work properly. - Added new Scroll_Wall special to allow more control over wall scrolling. Since it uses fixed point parameters it can only be used in scripts though. - Added flags parameters to all wall scroller specials that didn't use all 5 args. - Separated scrolling of the 3 different texture parts of a sidedef. While doing this I did some more restructuring of the sidedef structure and changed it so that all state changes to sidedefs that affect rendering have to be made with access functions. This is not of much use to the software renderer but it allows far easier caching of rendering data for OpenGL because the only place I need to check is in the access functions. - Added Karate Chris's ThingCountSector submission. - Made texture indices in FSwitchDef full integers. Since that required some data restructuring I also eliminated the MAX_FRAMES limit of 128 per switch. - Removed some debug output from SBarInfo::ParseSBarInfo(). - Fixed: Heretic linetype translations included the wrong file. - Removed ATTN_SURROUND, since FMOD Ex doesn't exactly support it, and it only worked as intended on stereo speakers anyway. - Cleaned out ancient crud from i_sound.cpp. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@67 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-21 21:15:56 +00:00
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->ceilingtexz;
else
Z -= back->ceilingtexz;
- Removed precompiled header option for GL code because it caused more problems than the minimal amount of saved time was worth. Update to ZDoom r833: - Disabled scrolling of 3DMIDTEX textures. Due to the special needs this cannot work properly. - Added new Scroll_Wall special to allow more control over wall scrolling. Since it uses fixed point parameters it can only be used in scripts though. - Added flags parameters to all wall scroller specials that didn't use all 5 args. - Separated scrolling of the 3 different texture parts of a sidedef. While doing this I did some more restructuring of the sidedef structure and changed it so that all state changes to sidedefs that affect rendering have to be made with access functions. This is not of much use to the software renderer but it allows far easier caching of rendering data for OpenGL because the only place I need to check is in the access functions. - Added Karate Chris's ThingCountSector submission. - Made texture indices in FSwitchDef full integers. Since that required some data restructuring I also eliminated the MAX_FRAMES limit of 128 per switch. - Removed some debug output from SBarInfo::ParseSBarInfo(). - Fixed: Heretic linetype translations included the wrong file. - Removed ATTN_SURROUND, since FMOD Ex doesn't exactly support it, and it only worked as intended on stereo speakers anyway. - Cleaned out ancient crud from i_sound.cpp. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@67 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-21 21:15:56 +00:00
tex = wall->GetTexture(side_t::top);
}
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->floortexz;
else
Z -= Sector->ceilingtexz;
if (ffloor->flags & FF_UPPERTEXTURE)
{
- Removed precompiled header option for GL code because it caused more problems than the minimal amount of saved time was worth. Update to ZDoom r833: - Disabled scrolling of 3DMIDTEX textures. Due to the special needs this cannot work properly. - Added new Scroll_Wall special to allow more control over wall scrolling. Since it uses fixed point parameters it can only be used in scripts though. - Added flags parameters to all wall scroller specials that didn't use all 5 args. - Separated scrolling of the 3 different texture parts of a sidedef. While doing this I did some more restructuring of the sidedef structure and changed it so that all state changes to sidedefs that affect rendering have to be made with access functions. This is not of much use to the software renderer but it allows far easier caching of rendering data for OpenGL because the only place I need to check is in the access functions. - Added Karate Chris's ThingCountSector submission. - Made texture indices in FSwitchDef full integers. Since that required some data restructuring I also eliminated the MAX_FRAMES limit of 128 per switch. - Removed some debug output from SBarInfo::ParseSBarInfo(). - Fixed: Heretic linetype translations included the wrong file. - Removed ATTN_SURROUND, since FMOD Ex doesn't exactly support it, and it only worked as intended on stereo speakers anyway. - Cleaned out ancient crud from i_sound.cpp. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@67 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-21 21:15:56 +00:00
tex = wall->GetTexture(side_t::top);
}
else if (ffloor->flags & FF_LOWERTEXTURE)
{
- Removed precompiled header option for GL code because it caused more problems than the minimal amount of saved time was worth. Update to ZDoom r833: - Disabled scrolling of 3DMIDTEX textures. Due to the special needs this cannot work properly. - Added new Scroll_Wall special to allow more control over wall scrolling. Since it uses fixed point parameters it can only be used in scripts though. - Added flags parameters to all wall scroller specials that didn't use all 5 args. - Separated scrolling of the 3 different texture parts of a sidedef. While doing this I did some more restructuring of the sidedef structure and changed it so that all state changes to sidedefs that affect rendering have to be made with access functions. This is not of much use to the software renderer but it allows far easier caching of rendering data for OpenGL because the only place I need to check is in the access functions. - Added Karate Chris's ThingCountSector submission. - Made texture indices in FSwitchDef full integers. Since that required some data restructuring I also eliminated the MAX_FRAMES limit of 128 per switch. - Removed some debug output from SBarInfo::ParseSBarInfo(). - Fixed: Heretic linetype translations included the wrong file. - Removed ATTN_SURROUND, since FMOD Ex doesn't exactly support it, and it only worked as intended on stereo speakers anyway. - Cleaned out ancient crud from i_sound.cpp. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@67 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-21 21:15:56 +00:00
tex = wall->GetTexture(side_t::bottom);
}
else
{
- Removed precompiled header option for GL code because it caused more problems than the minimal amount of saved time was worth. Update to ZDoom r833: - Disabled scrolling of 3DMIDTEX textures. Due to the special needs this cannot work properly. - Added new Scroll_Wall special to allow more control over wall scrolling. Since it uses fixed point parameters it can only be used in scripts though. - Added flags parameters to all wall scroller specials that didn't use all 5 args. - Separated scrolling of the 3 different texture parts of a sidedef. While doing this I did some more restructuring of the sidedef structure and changed it so that all state changes to sidedefs that affect rendering have to be made with access functions. This is not of much use to the software renderer but it allows far easier caching of rendering data for OpenGL because the only place I need to check is in the access functions. - Added Karate Chris's ThingCountSector submission. - Made texture indices in FSwitchDef full integers. Since that required some data restructuring I also eliminated the MAX_FRAMES limit of 128 per switch. - Removed some debug output from SBarInfo::ParseSBarInfo(). - Fixed: Heretic linetype translations included the wrong file. - Removed ATTN_SURROUND, since FMOD Ex doesn't exactly support it, and it only worked as intended on stereo speakers anyway. - Cleaned out ancient crud from i_sound.cpp. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@67 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-21 21:15:56 +00:00
tex = sides[ffloor->master->sidenum[0]].GetTexture(side_t::mid);
}
}
else return 0;
CalcFracPos (wall, x, y);
return tex;
}
fixed_t DBaseDecal::GetRealZ (const side_t *wall) const
{
const line_t *line = &lines[wall->linenum];
const sector_t *front, *back;
if (line->sidenum[0] == DWORD(wall - sides))
{
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 (curline->linedef->flags & ML_DONTPEGTOP)
{
return Z + front->ceilingtexz;
}
else
{
return Z + back->ceilingtexz;
}
case RF_RELLOWER:
if (curline->linedef->flags & ML_DONTPEGBOTTOM)
{
return Z + front->ceilingtexz;
}
else
{
return Z + back->floortexz;
}
case RF_RELMID:
if (curline->linedef->flags & ML_DONTPEGBOTTOM)
{
return Z + front->floortexz;
}
else
{
return Z + front->ceilingtexz;
}
}
}
void DBaseDecal::CalcFracPos (side_t *wall, fixed_t x, fixed_t y)
{
line_t *line = &lines[wall->linenum];
DWORD wallnum = DWORD(wall - sides);
vertex_t *v1, *v2;
if (line->sidenum[0] == wallnum)
{
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 = &lines[wall->linenum];
if (line->sidenum[0] == DWORD(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];
DWORD wallnum = DWORD(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;
}
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 (lines[wall->linenum].dx, lines[wall->linenum].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 = color;
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;
StaticCreate (tpl_low, x, y, z, wall, ffloor, lowercolor);
}
DImpactDecal::CheckMax();
decal = new DImpactDecal (z);
int stickypic = decal->StickToWall (wall, x, y);
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 == 0xffff)
{
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_STATELESS_ACTOR (ADecal, AActor);
public:
void BeginPlay ();
};
IMPLEMENT_STATELESS_ACTOR (ADecal, Any, 9200, 0)
END_DEFAULTS
void ADecal::BeginPlay ()
{
const FDecalTemplate *tpl;
FTraceResults trace;
DBaseDecal *decal;
side_t *wall;
Super::BeginPlay ();
- Fixed: The hitscan tracer had the current sector point to a temporary variable when 3D floors were involved. Update to ZDoom r965: - Fixed: SPAC_AnyCross didn't work. - Fixed: Pushable doors must also check for SPAC_MPush. - Fixed: P_LoadThings2 did not adjust the byte order for the thingid field. - Changed: HIRESTEX 'define' textures now replace existing textures of type MiscPatch with the same name. - Added UDMF line trigger types MonsterUse and MonsterPush. - Separated skill and class filter bits from FMapThing::flags so that UDMF can define up to 16 of each. Also separated easy/baby and hard/nightmare and changed default MAPINFO definitions. - Fixed: FWadCollection::MergeLumps() did not initialize the flags for any marker lumps it inserted. - Fixed: Need write barriers when modifying SequenceListHead. - Added a new cvar: midi_timiditylike. This re-enables TiMidity handling of GUS patch flags, envelopes, and volume levels, while trying to be closer to TiMidity++ than original TiMidity. - Renamed timidity_config and timidity_voices to midi_config and midi_voices respectively. - Changed: Crosshair drawing uses the current player class's default health instead of 100 to calculate the color for the crosshair. - Added SECF_NOFALLINGDAMAGE flag plus Sector_ChangeFlags to set it. Also separated all user settable flags from MoreFlags into their own Flags variable. - Reduced volume, expression, and panning controllers back to 7 bits. - Added very basic Soundfont support to the internal TiMidity. Things missing: filter, LFOs, modulation envelope, chorus, reverb, and modulators. May or may not be compatible with TiMidity++'s soundfont extensions. - Changed all thing coordinates that were stored as shorts into fixed_t. - Separated mapthing2_t into mapthinghexen_t and the internal FMapThing so that it is easier to add new features in the UDMF map format. - Added some initial code to read UDMF maps. - Added support for quoted strings to the TiMidity config parser. - Split off the slope creation code from p_Setup.cpp into its own file. - Separated the linedef activation types into a bit mask that allows combination of all types on the same linedef. Also added a 'first side only' flag. This is not usable from Hexen or Doom format maps though but in preparation of the UDMF format discussed here: http://www.doomworld.com/vb/source-ports/43145-udmf-v0-99-specification-draft-aka-textmap/ - Changed linedef's alpha property from a byte to fixed point after seeing that 255 wasn't handled to be fully opaque. - fixed a GCC warning in fmodsound.cpp - Fixed: Warped textures didn't work anymore because the default speed was 0. - Fixed: I had instrument vibrato setting the tremolo_sweep_increment value in the instrument loader, effectively disabling vibrato. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@103 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-12 09:58:47 +00:00
int decalid = args[0] + (args[1] << 8); // [KS] High byte for decals.
// If no decal is specified, don't try to create one.
- Fixed: The hitscan tracer had the current sector point to a temporary variable when 3D floors were involved. Update to ZDoom r965: - Fixed: SPAC_AnyCross didn't work. - Fixed: Pushable doors must also check for SPAC_MPush. - Fixed: P_LoadThings2 did not adjust the byte order for the thingid field. - Changed: HIRESTEX 'define' textures now replace existing textures of type MiscPatch with the same name. - Added UDMF line trigger types MonsterUse and MonsterPush. - Separated skill and class filter bits from FMapThing::flags so that UDMF can define up to 16 of each. Also separated easy/baby and hard/nightmare and changed default MAPINFO definitions. - Fixed: FWadCollection::MergeLumps() did not initialize the flags for any marker lumps it inserted. - Fixed: Need write barriers when modifying SequenceListHead. - Added a new cvar: midi_timiditylike. This re-enables TiMidity handling of GUS patch flags, envelopes, and volume levels, while trying to be closer to TiMidity++ than original TiMidity. - Renamed timidity_config and timidity_voices to midi_config and midi_voices respectively. - Changed: Crosshair drawing uses the current player class's default health instead of 100 to calculate the color for the crosshair. - Added SECF_NOFALLINGDAMAGE flag plus Sector_ChangeFlags to set it. Also separated all user settable flags from MoreFlags into their own Flags variable. - Reduced volume, expression, and panning controllers back to 7 bits. - Added very basic Soundfont support to the internal TiMidity. Things missing: filter, LFOs, modulation envelope, chorus, reverb, and modulators. May or may not be compatible with TiMidity++'s soundfont extensions. - Changed all thing coordinates that were stored as shorts into fixed_t. - Separated mapthing2_t into mapthinghexen_t and the internal FMapThing so that it is easier to add new features in the UDMF map format. - Added some initial code to read UDMF maps. - Added support for quoted strings to the TiMidity config parser. - Split off the slope creation code from p_Setup.cpp into its own file. - Separated the linedef activation types into a bit mask that allows combination of all types on the same linedef. Also added a 'first side only' flag. This is not usable from Hexen or Doom format maps though but in preparation of the UDMF format discussed here: http://www.doomworld.com/vb/source-ports/43145-udmf-v0-99-specification-draft-aka-textmap/ - Changed linedef's alpha property from a byte to fixed point after seeing that 255 wasn't handled to be fully opaque. - fixed a GCC warning in fmodsound.cpp - Fixed: Warped textures didn't work anymore because the default speed was 0. - Fixed: I had instrument vibrato setting the tremolo_sweep_increment value in the instrument loader, effectively disabling vibrato. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@103 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-12 09:58:47 +00:00
if (decalid != 0 && (tpl = DecalLibrary.GetDecalByNum (decalid)) != 0)
{
if (tpl->PicNum == 65535)
{
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 = sides + trace.Line->sidenum[trace.Side];
decal->StickToWall (wall, trace.X, trace.Y);
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);
}
}
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();
}