/* ** 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" #include "d_net.h" #include "colormatcher.h" #include "v_palette.h" static fixed_t DecalWidth, DecalLeft, DecalRight; static fixed_t SpreadZ; static const DBaseDecal *SpreadSource; static const FDecalTemplate *SpreadTemplate; static TArray 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), RenderFlags(0) { RenderStyle = STYLE_None; PicNum.SetInvalid(); } 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), RenderFlags(0) { RenderStyle = STYLE_None; PicNum.SetInvalid(); } 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), RenderFlags(0) { RenderStyle = STYLE_None; PicNum.SetInvalid(); } 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 = wall->linedef; 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. FTextureID 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; FTextureID tex; line = wall->linedef; 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->GetPlaneTexZ(sector_t::floor); else Z -= front->GetPlaneTexZ(sector_t::ceiling); 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->GetPlaneTexZ(sector_t::ceiling); else Z -= back->GetPlaneTexZ(sector_t::floor); 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->GetPlaneTexZ(sector_t::ceiling); else Z -= back->GetPlaneTexZ(sector_t::ceiling); tex = wall->GetTexture(side_t::top); } #ifdef _3DFLOORS 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->GetPlaneTexZ(sector_t::floor); else Z -= Sector->GetPlaneTexZ(sector_t::ceiling); if (ffloor->flags & FF_UPPERTEXTURE) { tex = wall->GetTexture(side_t::top); } else if (ffloor->flags & FF_LOWERTEXTURE) { tex = wall->GetTexture(side_t::bottom); } else { tex = sides[ffloor->master->sidenum[0]].GetTexture(side_t::mid); } } #endif else return FNullTextureID(); CalcFracPos (wall, x, y); return tex; } fixed_t DBaseDecal::GetRealZ (const side_t *wall) const { const line_t *line = wall->linedef; 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 (line->flags & ML_DONTPEGTOP) { return Z + front->GetPlaneTexZ(sector_t::ceiling); } else { return Z + back->GetPlaneTexZ(sector_t::ceiling); } case RF_RELLOWER: if (line->flags & ML_DONTPEGBOTTOM) { return Z + front->GetPlaneTexZ(sector_t::ceiling); } else { return Z + back->GetPlaneTexZ(sector_t::floor); } case RF_RELMID: if (line->flags & ML_DONTPEGBOTTOM) { return Z + front->GetPlaneTexZ(sector_t::floor); } else { return Z + front->GetPlaneTexZ(sector_t::ceiling); } } } void DBaseDecal::CalcFracPos (side_t *wall, fixed_t x, fixed_t y) { line_t *line = line = wall->linedef; 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 = line = wall->linedef; 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 = line = wall->linedef;; 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 (wall->linedef->dx, wall->linedef->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); FTextureID stickypic = decal->StickToWall (wall, x, y, ffloor); 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.isValid()) { 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 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 \n"); return; } Net_WriteByte (DEM_SPRAY); Net_WriteString (argv[1]); } class ADecal : public AActor { DECLARE_CLASS (ADecal, AActor); public: void BeginPlay (); }; IMPLEMENT_CLASS (ADecal) void ADecal::BeginPlay () { const FDecalTemplate *tpl; FTraceResults trace; DBaseDecal *decal; side_t *wall; Super::BeginPlay (); int decalid = args[0] + (args[1] << 8); // [KS] High byte for decals. // If no decal is specified, don't try to create one. if (decalid != 0 && (tpl = DecalLibrary.GetDecalByNum (decalid)) != 0) { if (!tpl->PicNum.Exists()) { 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, trace.ffloor); 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, trace.ffloor); } } 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(); }