/* ** 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" // arg0 = Visibility*4 for this skybox IMPLEMENT_CLASS (ASkyViewpoint) // 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 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 class AStackPoint : public ASkyViewpoint { DECLARE_CLASS (AStackPoint, ASkyViewpoint) public: void BeginPlay (); }; IMPLEMENT_CLASS (AStackPoint) void AStackPoint::BeginPlay () { // Skip SkyViewpoint's initialization AActor::BeginPlay (); bAlways = true; } //--------------------------------------------------------------------------- // Upper stacks go in the top sector. Lower stacks go in the bottom sector. class AUpperStackLookOnly : public AStackPoint { DECLARE_CLASS (AUpperStackLookOnly, AStackPoint) public: void PostBeginPlay (); }; class ALowerStackLookOnly : public AStackPoint { DECLARE_CLASS (ALowerStackLookOnly, AStackPoint) public: void PostBeginPlay (); }; IMPLEMENT_CLASS (AUpperStackLookOnly) IMPLEMENT_CLASS (ALowerStackLookOnly) void AUpperStackLookOnly::PostBeginPlay () { Super::PostBeginPlay (); TActorIterator it (tid); Sector->FloorSkyBox = it.Next(); if (Sector->FloorSkyBox != NULL) { Sector->FloorSkyBox->Mate = this; Sector->FloorSkyBox->PlaneAlpha = Scale (args[0], OPAQUE, 255); } } void ALowerStackLookOnly::PostBeginPlay () { Super::PostBeginPlay (); TActorIterator it (tid); Sector->CeilingSkyBox = it.Next(); if (Sector->CeilingSkyBox != NULL) { Sector->CeilingSkyBox->Mate = this; Sector->CeilingSkyBox->PlaneAlpha = Scale (args[0], OPAQUE, 255); } } //--------------------------------------------------------------------------- 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]; }