gzdoom-last-svn/src/g_shared/a_skies.cpp
gez e6750550a5 * Updated to ZDoom r3038 (IWAD selection dialog already fixed in previous commit):
- 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
2010-12-14 22:53:44 +00:00

256 lines
6.5 KiB
C++

/*
** a_skies.cpp
** Skybox-related actors
**
**---------------------------------------------------------------------------
** 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 "p_local.h"
#include "p_lnspec.h"
// arg0 = Visibility*4 for this skybox
IMPLEMENT_POINTY_CLASS (ASkyViewpoint)
DECLARE_POINTER(Mate)
END_POINTERS
// If this actor has no TID, make it the default sky box
void ASkyViewpoint::BeginPlay ()
{
Super::BeginPlay ();
if (tid == 0)
{
int i;
for (i = 0; i <numsectors; i++)
{
if (sectors[i].FloorSkyBox == NULL)
{
sectors[i].FloorSkyBox = this;
}
if (sectors[i].CeilingSkyBox == NULL)
{
sectors[i].CeilingSkyBox = this;
}
}
}
}
void ASkyViewpoint::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << bInSkybox << bAlways << Mate;
}
void ASkyViewpoint::Destroy ()
{
// remove all sector references to ourselves.
for (int i = 0; i <numsectors; i++)
{
if (sectors[i].FloorSkyBox == this)
{
sectors[i].FloorSkyBox = NULL;
}
if (sectors[i].CeilingSkyBox == this)
{
sectors[i].CeilingSkyBox = NULL;
}
}
Super::Destroy();
}
// For an RR compatible linedef based definition. This searches the viewpoint's sector
// for a skybox line special, gets its tag and transfers the skybox to all tagged sectors.
class ASkyCamCompat : public ASkyViewpoint
{
DECLARE_CLASS (ASkyCamCompat, ASkyViewpoint)
public:
void BeginPlay ();
};
IMPLEMENT_CLASS (ASkyCamCompat)
extern FTextureID skyflatnum;
void ASkyCamCompat::BeginPlay ()
{
if (Sector == NULL)
{
Printf("Sector not initialized for SkyCamCompat\n");
Sector = P_PointInSector(x, y);
}
if (Sector)
{
line_t * refline = NULL;
for (short i = 0; i < Sector->linecount; i++)
{
refline = Sector->lines[i];
if (refline->special == Sector_SetPortal && refline->args[1] == 2)
{
// We found the setup linedef for this skybox, so let's use it for our init.
int skybox_id = refline->args[0];
// Then, change the alpha
alpha = refline->args[4];
// Finally, skyboxify all tagged sectors
// This involves changing their texture to the sky flat, because while
// EE works with any texture for its skybox portals, ZDoom doesn't.
for (int secnum =-1; (secnum = P_FindSectorFromTag (skybox_id, secnum)) != -1; )
{
// plane: 0=floor, 1=ceiling, 2=both
if (refline->args[2] == 1 || refline->args[2] == 2)
{
sectors[secnum].CeilingSkyBox = this;
sectors[secnum].SetTexture(sector_t::ceiling, skyflatnum, false);
}
if (refline->args[2] == 0 || refline->args[2] == 2)
{
sectors[secnum].FloorSkyBox = this;
sectors[secnum].SetTexture(sector_t::floor, skyflatnum, false);
}
}
}
}
}
// Do not call the SkyViewpoint's super method because it would trash our setup
AActor::BeginPlay();
}
//---------------------------------------------------------------------------
// arg0 = tid of matching SkyViewpoint
// A value of 0 means to use a regular stretched texture, in case
// there is a default SkyViewpoint in the level.
//
// arg1 = 0: set both floor and ceiling skybox
// = 1: set only ceiling skybox
// = 2: set only floor skybox
class ASkyPicker : public AActor
{
DECLARE_CLASS (ASkyPicker, AActor)
public:
void PostBeginPlay ();
};
IMPLEMENT_CLASS (ASkyPicker)
void ASkyPicker::PostBeginPlay ()
{
ASkyViewpoint *box;
Super::PostBeginPlay ();
if (args[0] == 0)
{
box = NULL;
}
else
{
TActorIterator<ASkyViewpoint> iterator (args[0]);
box = iterator.Next ();
}
if (box == NULL && args[0] != 0)
{
Printf ("Can't find SkyViewpoint %d for sector %td\n",
args[0], Sector - sectors);
}
else
{
if (0 == (args[1] & 2))
{
Sector->CeilingSkyBox = box;
}
if (0 == (args[1] & 1))
{
Sector->FloorSkyBox = box;
}
}
Destroy ();
}
//---------------------------------------------------------------------------
// Stacked sectors.
// arg0 = opacity of plane; 0 = invisible, 255 = fully opaque
IMPLEMENT_CLASS (AStackPoint)
void AStackPoint::BeginPlay ()
{
// Skip SkyViewpoint's initialization
AActor::BeginPlay ();
bAlways = true;
}
//---------------------------------------------------------------------------
class ASectorSilencer : public AActor
{
DECLARE_CLASS (ASectorSilencer, AActor)
public:
void BeginPlay ();
void Destroy ();
};
IMPLEMENT_CLASS (ASectorSilencer)
void ASectorSilencer::BeginPlay ()
{
Super::BeginPlay ();
Sector->Flags |= SECF_SILENT;
}
void ASectorSilencer::Destroy ()
{
Sector->Flags &= ~SECF_SILENT;
Super::Destroy ();
}
class ASectorFlagSetter : public AActor
{
DECLARE_CLASS (ASectorFlagSetter, AActor)
public:
void BeginPlay ();
};
IMPLEMENT_CLASS (ASectorFlagSetter)
void ASectorFlagSetter::BeginPlay ()
{
Super::BeginPlay ();
Sector->Flags |= args[0];
}