qzdoom/wadsrc/static/zscript/shared/skies.txt

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/*
** a_skies.cpp
** Skybox-related actors
**
**---------------------------------------------------------------------------
** Copyright 1998-2016 Randy Heit
** Copyright 2006-2017 Christoph Oelckers
** 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, self list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, self 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 self 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.
**---------------------------------------------------------------------------
**
*/
class SkyViewpoint : Actor
{
default
{
+NOSECTOR
+NOBLOCKMAP
+NOGRAVITY
+DONTSPLASH
}
// arg0 = Visibility*4 for self skybox
// If self actor has no TID, make it the default sky box
override void BeginPlay ()
{
Super.BeginPlay ();
if (tid == 0 && level.sectorPortals[0].mSkybox == null)
{
level.sectorPortals[0].mSkybox = self;
level.sectorPortals[0].mDestination = CurSector;
}
}
override void OnDestroy ()
{
// remove all sector references to ourselves.
for (int i = 0; i < level.sectorPortals.Size(); i++)
{
SectorPortal s = level.sectorPortals[i];
if (s.mSkybox == self)
{
s.mSkybox = null;
// This is necessary to entirely disable EE-style skyboxes
// if their viewpoint gets deleted.
s.mFlags |= SectorPortal.FLAG_SKYFLATONLY;
}
}
Super.OnDestroy();
}
}
//---------------------------------------------------------------------------
// 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 SkyPicker : Actor
{
default
{
+NOSECTOR
+NOBLOCKMAP
+NOGRAVITY
+DONTSPLASH
}
override void PostBeginPlay ()
{
Actor box;
Super.PostBeginPlay ();
if (args[0] == 0)
{
box = null;
}
else
{
let it = ActorIterator.Create(args[0], "SkyViewpoint");
box = it.Next ();
}
if (box == null && args[0] != 0)
{
A_Log(format("Can't find SkyViewpoint %d for sector %d\n", args[0], CurSector.Index()));
}
else
{
int boxindex = SectorPortal.GetSkyboxPortal(box);
// Do not override special portal types, only regular skies.
if (0 == (args[1] & 2))
{
if (CurSector.GetPortalType(sector.ceiling) == SectorPortal.TYPE_SKYVIEWPOINT)
CurSector.Portals[sector.ceiling] = boxindex;
}
if (0 == (args[1] & 1))
{
if (CurSector.GetPortalType(sector.floor) == SectorPortal.TYPE_SKYVIEWPOINT)
CurSector.Portals[sector.floor] = boxindex;
}
}
Destroy ();
}
}
class SkyCamCompat : SkyViewpoint
{
override void BeginPlay ()
{
// Skip SkyViewpoint's initialization, Actor's is not needed here.
}
}
class StackPoint : SkyViewpoint
{
override void BeginPlay ()
{
// Skip SkyViewpoint's initialization, Actor's is not needed here.
}
}
class UpperStackLookOnly : StackPoint
{
}
class LowerStackLookOnly : StackPoint
{
}
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class SectorSilencer : Actor
{
default
{
+NOBLOCKMAP
+NOGRAVITY
+DONTSPLASH
RenderStyle "None";
}
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override void BeginPlay ()
{
Super.BeginPlay ();
CurSector.Flags |= Sector.SECF_SILENT;
}
override void OnDestroy ()
{
if (CurSector != null)
{
CurSector.Flags &= ~Sector.SECF_SILENT;
}
Super.OnDestroy();
}
}