mirror of
https://github.com/ZDoom/gzdoom-last-svn.git
synced 2025-06-01 17:52:05 +00:00
- Added DavidPH's submission for specifying vertex heights directly in UDMF. - Move static AM color initialization into the AM_StaticInit function. - Move D_LoadWadSettings to keysections.cpp. - Made some more data reloadable. - Data structures filled by P_SetupLevel should be cleared before loading the level. They can remain non-empty in case of an error. There's probably more to fix here... - Fixed: MidiDevices and MusicAliases were not cleared before reloading local SNDINFOs. - Fixed signed/unsigned warnings in AddSwitchPair for real (GCC really allows -1u? MSVC prints a warning for that.) - Fixed: GCC compiler warnings. - Zipdir will no longer store files ending in '~' on Linux. - Added st_oldouch which restores the old ouch face behavior of only showing when health increases by 20 while taking damage. - Changed some data init code to delete the data it wants to initialize first. - The 'savebuffer' variable still existed? - Changed AInventory::Destroy to NULL SendItemUse and SendItemDrop if they point to the destroyed object. Although unlikely it can't be ruled out completely that this can happen with delayed CCMDs. - Fixed: Starting a new game did not clear the hub statistics array. - Cleaned up D_DoomMain a little. It's still far too large though. - Added explicit initialization of console background texture instead of letting C_InitConsole doing it as needed. - Added 'clearaliases' CCMD. - Init bot specific actor properties right after parsing DECORATE, not when spawning the first bot (which is too late.) - Changed automap initialization so that static data only gets initialized once upon startup instead of each time a level starts. - Initialize AUTOPAGE only once when the level starts, not each time the automap is switched on. - Cleaned up switch code and fixed several problems: * savegames stored an index in the switch table and performed no validation when loading a savegame. * setting of a random switch animation duration was broken. * separated the 2 values stored in the Time variable into 2 separate variables. * defining a switch with one texture already belonging to another switch could leave broken definitions in the switch table. - Added function for serializing switch and door animation pointers. - Bumped min. savegame versions due to changes to DButtonThinker and removed all current savegame compatibility code. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1128 b0f79afe-0144-0410-b225-9a4edf0717df
256 lines
6.5 KiB
C++
256 lines
6.5 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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#include "p_lnspec.h"
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// arg0 = Visibility*4 for this skybox
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IMPLEMENT_POINTY_CLASS (ASkyViewpoint)
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DECLARE_POINTER(Mate)
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END_POINTERS
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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;
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}
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void ASkyViewpoint::Destroy ()
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{
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// remove all sector references to ourselves.
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for (int i = 0; i <numsectors; i++)
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{
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if (sectors[i].FloorSkyBox == this)
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{
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sectors[i].FloorSkyBox = NULL;
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}
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if (sectors[i].CeilingSkyBox == this)
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{
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sectors[i].CeilingSkyBox = NULL;
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}
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}
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Super::Destroy();
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}
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// For an RR compatible linedef based definition. This searches the viewpoint's sector
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// for a skybox line special, gets its tag and transfers the skybox to all tagged sectors.
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class ASkyCamCompat : public ASkyViewpoint
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{
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DECLARE_CLASS (ASkyCamCompat, ASkyViewpoint)
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public:
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void BeginPlay ();
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};
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IMPLEMENT_CLASS (ASkyCamCompat)
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extern FTextureID skyflatnum;
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void ASkyCamCompat::BeginPlay ()
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{
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if (Sector == NULL)
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{
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Printf("Sector not initialized for SkyCamCompat\n");
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Sector = P_PointInSector(x, y);
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}
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if (Sector)
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{
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line_t * refline = NULL;
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for (short i = 0; i < Sector->linecount; i++)
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{
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refline = Sector->lines[i];
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if (refline->special == Sector_SetPortal && refline->args[1] == 2)
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{
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// We found the setup linedef for this skybox, so let's use it for our init.
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int skybox_id = refline->args[0];
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// Then, change the alpha
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alpha = refline->args[4];
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// Finally, skyboxify all tagged sectors
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// This involves changing their texture to the sky flat, because while
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// EE works with any texture for its skybox portals, ZDoom doesn't.
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for (int secnum =-1; (secnum = P_FindSectorFromTag (skybox_id, secnum)) != -1; )
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{
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// plane: 0=floor, 1=ceiling, 2=both
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if (refline->args[2] == 1 || refline->args[2] == 2)
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{
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sectors[secnum].CeilingSkyBox = this;
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sectors[secnum].SetTexture(sector_t::ceiling, skyflatnum, false);
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}
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if (refline->args[2] == 0 || refline->args[2] == 2)
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{
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sectors[secnum].FloorSkyBox = this;
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sectors[secnum].SetTexture(sector_t::floor, skyflatnum, false);
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}
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}
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}
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}
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}
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// Do not call the SkyViewpoint's super method because it would trash our setup
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AActor::BeginPlay();
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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_CLASS (ASkyPicker, AActor)
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public:
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void PostBeginPlay ();
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};
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IMPLEMENT_CLASS (ASkyPicker)
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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 %td\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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IMPLEMENT_CLASS (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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class ASectorSilencer : public AActor
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{
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DECLARE_CLASS (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_CLASS (ASectorSilencer)
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void ASectorSilencer::BeginPlay ()
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{
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Super::BeginPlay ();
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Sector->Flags |= SECF_SILENT;
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}
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void ASectorSilencer::Destroy ()
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{
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Sector->Flags &= ~SECF_SILENT;
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Super::Destroy ();
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}
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class ASectorFlagSetter : public AActor
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{
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DECLARE_CLASS (ASectorFlagSetter, AActor)
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public:
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void BeginPlay ();
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};
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IMPLEMENT_CLASS (ASectorFlagSetter)
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void ASectorFlagSetter::BeginPlay ()
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{
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Super::BeginPlay ();
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Sector->Flags |= args[0];
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}
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