qzdoom-gpl/src/g_shared/a_skies.cpp

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/*
** 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 <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 << PlaneAlpha;
}
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();
}
//---------------------------------------------------------------------------
// 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
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<ALowerStackLookOnly> 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<AUpperStackLookOnly> 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 ();
}