mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2025-01-06 00:10:46 +00:00
735e6d72c4
- Changed: Decal scales now use full precision fixed point numbers. - Changed: Keeping impact decals in their own statlist is enough to keep track of them for when one needs to be destroyed. There's no need to maintain a separate list for them. - Fixed: Decal actors did not spread their decals across neighboring walls. - Fixed: Decal groups did not initialize their IDs and could not be reliably used with the decal actor. - Fixed: Decals on moving polyobjects were not interpolated. R_RenderDecal() now uses the decal's LeftDistance to calculate its visible location, so it always stays in sync with the wall's vertices. This also lets me dump some code from the polyobjects that maintained the decals' (x, y) coordinates. Also, the decals' x and y information is redundant and can be removed. Doing this revealed a bug with slider decals and horizontal sliding: That is, it didn't work at all. I have opted to simply remove the horizontal sliding support so that I don't have to worry about what happens when a decal slides across the edge of a wall. - Fixed: DBaseDecal::LeftDistance was calculated as a 30.2 fixed point number. It should be 2.30 fixed point. SVN r35 (trunk)
769 lines
18 KiB
C++
769 lines
18 KiB
C++
/*
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** a_decals.cpp
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** Implements the actor that represents decals in the level
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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 "r_defs.h"
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#include "p_local.h"
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#include "v_video.h"
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#include "p_trace.h"
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#include "decallib.h"
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#include "statnums.h"
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#include "c_dispatch.h"
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static fixed_t DecalWidth, DecalLeft, DecalRight;
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static fixed_t SpreadZ;
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static const DBaseDecal *SpreadSource;
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static const FDecalTemplate *SpreadTemplate;
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static TArray<side_t *> SpreadStack;
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static int ImpactCount;
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CVAR (Bool, cl_spreaddecals, true, CVAR_ARCHIVE)
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// They also overload floorclip to be the fractional distance from the
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// left edge of the side. This distance is stored as a 2.30 fixed pt number.
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IMPLEMENT_CLASS (DBaseDecal)
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IMPLEMENT_CLASS (DImpactDecal)
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DBaseDecal::DBaseDecal ()
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: DThinker(STAT_DECAL),
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WallNext(0), WallPrev(0), LeftDistance(0), Z(0), ScaleX(FRACUNIT), ScaleY(FRACUNIT), Alpha(FRACUNIT),
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AlphaColor(0), Translation(0), PicNum(0xFFFF), RenderFlags(0), RenderStyle(0)
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{
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}
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DBaseDecal::DBaseDecal (fixed_t z)
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: DThinker(STAT_DECAL),
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WallNext(0), WallPrev(0), LeftDistance(0), Z(z), ScaleX(FRACUNIT), ScaleY(FRACUNIT), Alpha(FRACUNIT),
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AlphaColor(0), Translation(0), PicNum(0xFFFF), RenderFlags(0), RenderStyle(0)
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{
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}
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DBaseDecal::DBaseDecal (int statnum, fixed_t z)
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: DThinker(statnum),
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WallNext(0), WallPrev(0), LeftDistance(0), Z(z), ScaleX(FRACUNIT), ScaleY(FRACUNIT), Alpha(FRACUNIT),
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AlphaColor(0), Translation(0), PicNum(0xFFFF), RenderFlags(0), RenderStyle(0)
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{
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}
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DBaseDecal::DBaseDecal (const AActor *basis)
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: DThinker(STAT_DECAL),
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WallNext(0), WallPrev(0), LeftDistance(0), Z(basis->z), ScaleX(basis->xscale<<10), ScaleY(basis->yscale<<10),
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Alpha(basis->alpha), AlphaColor(basis->alphacolor), Translation(basis->Translation), PicNum(basis->picnum),
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RenderFlags(basis->renderflags), RenderStyle(basis->RenderStyle)
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{
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}
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DBaseDecal::DBaseDecal (const DBaseDecal *basis)
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: DThinker(STAT_DECAL),
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WallNext(0), WallPrev(0), LeftDistance(basis->LeftDistance), Z(basis->Z), ScaleX(basis->ScaleX),
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ScaleY(basis->ScaleY), Alpha(basis->Alpha), AlphaColor(basis->AlphaColor), Translation(basis->Translation),
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PicNum(basis->PicNum), RenderFlags(basis->RenderFlags), RenderStyle(basis->RenderStyle)
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{
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}
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void DBaseDecal::Destroy ()
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{
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Remove ();
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Super::Destroy ();
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}
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void DBaseDecal::Remove ()
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{
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DBaseDecal **prev = WallPrev;
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DBaseDecal *next = WallNext;
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if (prev && (*prev = next))
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next->WallPrev = prev;
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WallPrev = NULL;
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WallNext = NULL;
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}
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void DBaseDecal::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << LeftDistance
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<< Z
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<< ScaleX << ScaleY
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<< Alpha
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<< AlphaColor
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<< Translation
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<< PicNum
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<< RenderFlags
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<< RenderStyle;
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}
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void DBaseDecal::SerializeChain (FArchive &arc, DBaseDecal **first)
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{
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DWORD numInChain;
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DBaseDecal *fresh;
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DBaseDecal **firstptr = first;
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if (arc.IsLoading ())
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{
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numInChain = arc.ReadCount ();
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while (numInChain--)
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{
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arc << fresh;
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*firstptr = fresh;
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fresh->WallPrev = firstptr;
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firstptr = &fresh->WallNext;
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}
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}
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else
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{
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numInChain = 0;
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fresh = *firstptr;
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while (fresh != NULL)
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{
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fresh = fresh->WallNext;
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++numInChain;
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}
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arc.WriteCount (numInChain);
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fresh = *firstptr;
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while (numInChain--)
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{
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arc << fresh;
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fresh = fresh->WallNext;
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}
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}
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}
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void DBaseDecal::GetXY (side_t *wall, fixed_t &ox, fixed_t &oy) const
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{
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line_t *line = &lines[wall->linenum];
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DWORD wallnum = DWORD(wall - sides);
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vertex_t *v1, *v2;
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if (line->sidenum[0] == wallnum)
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{
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v1 = line->v1;
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v2 = line->v2;
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}
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else
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{
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v1 = line->v2;
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v2 = line->v1;
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}
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fixed_t dx = v2->x - v1->x;
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fixed_t dy = v2->y - v1->y;
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ox = v1->x + MulScale30 (LeftDistance, dx);
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oy = v1->y + MulScale30 (LeftDistance, dy);
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}
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void DBaseDecal::SetShade (DWORD rgb)
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{
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PalEntry *entry = (PalEntry *)&rgb;
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AlphaColor = rgb | (ColorMatcher.Pick (entry->r, entry->g, entry->b) << 24);
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}
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void DBaseDecal::SetShade (int r, int g, int b)
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{
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AlphaColor = MAKEARGB(ColorMatcher.Pick (r, g, b), r, g, b);
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}
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// Returns the texture the decal stuck to.
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int DBaseDecal::StickToWall (side_t *wall, fixed_t x, fixed_t y)
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{
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// Stick the decal at the end of the chain so it appears on top
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DBaseDecal *next, **prev;
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prev = &wall->AttachedDecals;
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while (*prev != NULL)
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{
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next = *prev;
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prev = &next->WallNext;
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}
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*prev = this;
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WallNext = NULL;
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WallPrev = prev;
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/*
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WallNext = wall->AttachedDecals;
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WallPrev = &wall->AttachedDecals;
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if (WallNext)
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WallNext->WallPrev = &WallNext;
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wall->AttachedDecals = this;
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*/
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sector_t *front, *back;
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line_t *line;
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int tex;
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line = &lines[wall->linenum];
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if (line->sidenum[0] == DWORD(wall - sides))
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{
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front = line->frontsector;
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back = line->backsector;
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}
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else
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{
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front = line->backsector;
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back = line->frontsector;
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}
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if (back == NULL)
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{
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RenderFlags |= RF_RELMID;
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if (line->flags & ML_DONTPEGBOTTOM)
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Z -= front->floortexz;
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else
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Z -= front->ceilingtexz;
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tex = wall->midtexture;
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}
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else if (back->floorplane.ZatPoint (x, y) >= Z)
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{
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RenderFlags |= RF_RELLOWER|RF_CLIPLOWER;
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if (line->flags & ML_DONTPEGBOTTOM)
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Z -= front->ceilingtexz;
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else
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Z -= back->floortexz;
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tex = wall->bottomtexture;
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}
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else
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{
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RenderFlags |= RF_RELUPPER|RF_CLIPUPPER;
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if (line->flags & ML_DONTPEGTOP)
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Z -= front->ceilingtexz;
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else
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Z -= back->ceilingtexz;
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tex = wall->toptexture;
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}
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CalcFracPos (wall, x, y);
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return tex;
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}
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fixed_t DBaseDecal::GetRealZ (const side_t *wall) const
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{
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const line_t *line = &lines[wall->linenum];
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const sector_t *front, *back;
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if (line->sidenum[0] == DWORD(wall - sides))
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{
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front = line->frontsector;
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back = line->backsector;
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}
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else
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{
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front = line->backsector;
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back = line->frontsector;
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}
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if (back == NULL)
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{
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back = front;
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}
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switch (RenderFlags & RF_RELMASK)
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{
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default:
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return Z;
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case RF_RELUPPER:
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if (curline->linedef->flags & ML_DONTPEGTOP)
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{
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return Z + front->ceilingtexz;
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}
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else
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{
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return Z + back->ceilingtexz;
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}
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case RF_RELLOWER:
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if (curline->linedef->flags & ML_DONTPEGBOTTOM)
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{
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return Z + front->ceilingtexz;
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}
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else
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{
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return Z + back->floortexz;
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}
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case RF_RELMID:
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if (curline->linedef->flags & ML_DONTPEGBOTTOM)
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{
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return Z + front->floortexz;
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}
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else
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{
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return Z + front->ceilingtexz;
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}
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}
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}
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void DBaseDecal::CalcFracPos (side_t *wall, fixed_t x, fixed_t y)
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{
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line_t *line = &lines[wall->linenum];
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DWORD wallnum = DWORD(wall - sides);
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vertex_t *v1, *v2;
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if (line->sidenum[0] == wallnum)
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{
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v1 = line->v1;
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v2 = line->v2;
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}
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else
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{
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v1 = line->v2;
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v2 = line->v1;
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}
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fixed_t dx = v2->x - v1->x;
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fixed_t dy = v2->y - v1->y;
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if (abs(dx) > abs(dy))
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{
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LeftDistance = SafeDivScale30 (x - v1->x, dx);
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}
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else if (dy != 0)
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{
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LeftDistance = SafeDivScale30 (y - v1->y, dy);
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}
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else
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{
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LeftDistance = 0;
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}
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}
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static void GetWallStuff (side_t *wall, vertex_t *&v1, fixed_t &ldx, fixed_t &ldy)
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{
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line_t *line = &lines[wall->linenum];
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if (line->sidenum[0] == DWORD(wall - sides))
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{
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v1 = line->v1;
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ldx = line->dx;
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ldy = line->dy;
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}
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else
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{
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v1 = line->v2;
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ldx = -line->dx;
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ldy = -line->dy;
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}
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}
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static fixed_t Length (fixed_t dx, fixed_t dy)
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{
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return (fixed_t)sqrtf ((float)dx*(float)dx+(float)dy*(float)dy);
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}
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static side_t *NextWall (const side_t *wall)
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{
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line_t *line = &lines[wall->linenum];
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DWORD wallnum = DWORD(wall - sides);
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if (line->sidenum[0] == wallnum)
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{
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if (line->sidenum[1] != NO_SIDE)
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{
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return sides + line->sidenum[1];
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}
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}
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else if (line->sidenum[1] == wallnum)
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{
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return sides + line->sidenum[0];
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}
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return NULL;
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}
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void DBaseDecal::SpreadLeft (fixed_t r, vertex_t *v1, side_t *feelwall)
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{
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fixed_t ldx, ldy;
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SpreadStack.Push (feelwall);
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while (r < 0 && feelwall->LeftSide != NO_SIDE)
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{
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fixed_t startr = r;
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fixed_t x = v1->x;
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fixed_t y = v1->y;
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feelwall = &sides[feelwall->LeftSide];
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GetWallStuff (feelwall, v1, ldx, ldy);
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fixed_t wallsize = Length (ldx, ldy);
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r += DecalLeft;
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x += Scale (r, ldx, wallsize);
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y += Scale (r, ldy, wallsize);
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r = wallsize + startr;
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SpreadSource->CloneSelf (SpreadTemplate, x, y, SpreadZ, feelwall);
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SpreadStack.Push (feelwall);
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side_t *nextwall = NextWall (feelwall);
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if (nextwall != NULL && nextwall->LeftSide != NO_SIDE)
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{
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int i;
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for (i = SpreadStack.Size(); i-- > 0; )
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{
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if (SpreadStack[i] == nextwall)
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break;
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}
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if (i == -1)
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{
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vertex_t *v2;
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GetWallStuff (nextwall, v2, ldx, ldy);
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SpreadLeft (startr, v2, nextwall);
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}
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}
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}
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}
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void DBaseDecal::SpreadRight (fixed_t r, side_t *feelwall, fixed_t wallsize)
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{
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vertex_t *v1;
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fixed_t x, y, ldx, ldy;
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SpreadStack.Push (feelwall);
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while (r > wallsize && feelwall->RightSide != NO_SIDE)
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{
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feelwall = &sides[feelwall->RightSide];
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side_t *nextwall = NextWall (feelwall);
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if (nextwall != NULL && nextwall->LeftSide != NO_SIDE)
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{
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int i;
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for (i = SpreadStack.Size(); i-- > 0; )
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{
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if (SpreadStack[i] == nextwall)
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break;
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}
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if (i == -1)
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{
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SpreadRight (r, nextwall, wallsize);
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}
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}
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r = DecalWidth - r + wallsize - DecalLeft;
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GetWallStuff (feelwall, v1, ldx, ldy);
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x = v1->x;
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y = v1->y;
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wallsize = Length (ldx, ldy);
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x -= Scale (r, ldx, wallsize);
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y -= Scale (r, ldy, wallsize);
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r = DecalRight - r;
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SpreadSource->CloneSelf (SpreadTemplate, x, y, SpreadZ, feelwall);
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SpreadStack.Push (feelwall);
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}
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}
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void DBaseDecal::Spread (const FDecalTemplate *tpl, side_t *wall, fixed_t x, fixed_t y, fixed_t z)
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{
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FTexture *tex;
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vertex_t *v1;
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fixed_t rorg, ldx, ldy;
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GetWallStuff (wall, v1, ldx, ldy);
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rorg = Length (x - v1->x, y - v1->y);
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tex = TexMan[PicNum];
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int dwidth = tex->GetWidth ();
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DecalWidth = dwidth * ScaleX;
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DecalLeft = tex->LeftOffset * ScaleX;
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DecalRight = DecalWidth - DecalLeft;
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SpreadSource = this;
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SpreadTemplate = tpl;
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SpreadZ = z;
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// Try spreading left first
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SpreadLeft (rorg - DecalLeft, v1, wall);
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SpreadStack.Clear ();
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// Then try spreading right
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SpreadRight (rorg + DecalRight, wall,
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Length (lines[wall->linenum].dx, lines[wall->linenum].dy));
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SpreadStack.Clear ();
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}
|
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DBaseDecal *DBaseDecal::CloneSelf (const FDecalTemplate *tpl, fixed_t ix, fixed_t iy, fixed_t iz, side_t *wall) const
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{
|
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DBaseDecal *decal = new DBaseDecal(iz);
|
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if (decal != NULL)
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{
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decal->StickToWall (wall, ix, iy);
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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 ()
|
|
{
|
|
ChangeStatNum (STAT_AUTODECAL);
|
|
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, 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, color);
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
DImpactDecal *DImpactDecal::StaticCreate (const FDecalTemplate *tpl, fixed_t x, fixed_t y, fixed_t z, side_t *wall, PalEntry color)
|
|
{
|
|
DImpactDecal *decal = NULL;
|
|
if (tpl != NULL && cl_maxdecals > 0 && !(wall->Flags & WALLF_NOAUTODECALS))
|
|
{
|
|
if (tpl->LowerDecal)
|
|
{
|
|
StaticCreate (tpl->LowerDecal->GetDecal(), x, y, z, wall);
|
|
}
|
|
DImpactDecal::CheckMax();
|
|
decal = new DImpactDecal (z);
|
|
|
|
int stickypic = decal->StickToWall (wall, x, y);
|
|
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 == 0xffff)
|
|
{
|
|
return decal;
|
|
}
|
|
|
|
// Spread decal to nearby walls if it does not all fit on this one
|
|
decal->Spread (tpl, wall, x, y, z);
|
|
}
|
|
return decal;
|
|
}
|
|
|
|
DBaseDecal *DImpactDecal::CloneSelf (const FDecalTemplate *tpl, fixed_t ix, fixed_t iy, fixed_t iz, side_t *wall) const
|
|
{
|
|
DImpactDecal::CheckMax();
|
|
DImpactDecal *decal = new DImpactDecal(iz);
|
|
if (decal != NULL)
|
|
{
|
|
decal->StickToWall (wall, ix, iy);
|
|
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<DImpactDecal> iterator (STAT_AUTODECAL);
|
|
int count = 0;
|
|
|
|
while (iterator.Next())
|
|
count++;
|
|
|
|
Printf ("Counted %d impact decals\n", count);
|
|
}
|
|
|
|
CCMD (spray)
|
|
{
|
|
if (argv.argc() < 2 || m_Instigator == NULL)
|
|
{
|
|
Printf ("Usage: spray <decal>\n");
|
|
return;
|
|
}
|
|
|
|
FTraceResults trace;
|
|
|
|
angle_t ang = m_Instigator->angle >> ANGLETOFINESHIFT;
|
|
angle_t pitch = (angle_t)(m_Instigator->pitch) >> ANGLETOFINESHIFT;
|
|
fixed_t vx = FixedMul (finecosine[pitch], finecosine[ang]);
|
|
fixed_t vy = FixedMul (finecosine[pitch], finesine[ang]);
|
|
fixed_t vz = -finesine[pitch];
|
|
|
|
if (Trace (m_Instigator->x, m_Instigator->y,
|
|
m_Instigator->z + m_Instigator->height - (m_Instigator->height>>2),
|
|
m_Instigator->Sector,
|
|
vx, vy, vz, 172*FRACUNIT, 0, ML_BLOCKEVERYTHING, m_Instigator,
|
|
trace, TRACE_NoSky))
|
|
{
|
|
if (trace.HitType == TRACE_HitWall)
|
|
{
|
|
DImpactDecal::StaticCreate (argv[1],
|
|
trace.X, trace.Y, trace.Z,
|
|
sides + trace.Line->sidenum[trace.Side]);
|
|
}
|
|
}
|
|
}
|
|
|
|
class ADecal : public AActor
|
|
{
|
|
DECLARE_STATELESS_ACTOR (ADecal, AActor);
|
|
public:
|
|
void BeginPlay ();
|
|
};
|
|
|
|
IMPLEMENT_STATELESS_ACTOR (ADecal, Any, 9200, 0)
|
|
END_DEFAULTS
|
|
|
|
void ADecal::BeginPlay ()
|
|
{
|
|
const FDecalTemplate *tpl;
|
|
FTraceResults trace;
|
|
DBaseDecal *decal;
|
|
side_t *wall;
|
|
|
|
Super::BeginPlay ();
|
|
|
|
// If no decal is specified, don't try to create one.
|
|
if (args[0] != 0 && (tpl = DecalLibrary.GetDecalByNum (args[0])) != 0)
|
|
{
|
|
// 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);
|
|
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);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
DPrintf ("Could not find a wall to stick decal to at (%ld,%ld)\n", x>>FRACBITS, y>>FRACBITS);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
DPrintf ("Decal actor at (%ld,%ld) does not have a good template\n", x>>FRACBITS, y>>FRACBITS);
|
|
}
|
|
// This actor doesn't need to stick around anymore.
|
|
Destroy();
|
|
}
|