mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-12 15:44:24 +00:00
78933df10d
SVN r1351 (trunk)
799 lines
19 KiB
C++
799 lines
19 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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#include "d_net.h"
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#include "colormatcher.h"
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#include "v_palette.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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IMPLEMENT_POINTY_CLASS (DBaseDecal)
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DECLARE_POINTER(WallNext)
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END_POINTERS
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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), RenderFlags(0)
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{
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RenderStyle = STYLE_None;
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PicNum.SetInvalid();
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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), RenderFlags(0)
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{
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RenderStyle = STYLE_None;
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PicNum.SetInvalid();
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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), RenderFlags(0)
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{
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RenderStyle = STYLE_None;
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PicNum.SetInvalid();
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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->scaleX), ScaleY(basis->scaleY),
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Alpha(basis->alpha), AlphaColor(basis->fillcolor), 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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<< Sector;
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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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FTextureID DBaseDecal::StickToWall (side_t *wall, fixed_t x, fixed_t y, F3DFloor * ffloor)
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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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FTextureID 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->GetPlaneTexZ(sector_t::floor);
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else
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Z -= front->GetPlaneTexZ(sector_t::ceiling);
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tex = wall->GetTexture(side_t::mid);
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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->GetPlaneTexZ(sector_t::ceiling);
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else
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Z -= back->GetPlaneTexZ(sector_t::floor);
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tex = wall->GetTexture(side_t::bottom);
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}
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else if (back->ceilingplane.ZatPoint (x, y) <= Z)
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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->GetPlaneTexZ(sector_t::ceiling);
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else
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Z -= back->GetPlaneTexZ(sector_t::ceiling);
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tex = wall->GetTexture(side_t::top);
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}
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#ifdef _3DFLOORS
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else if (ffloor) // this is a 3d-floor segment - do this only if we know which one!
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{
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Sector=ffloor->model;
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RenderFlags |= RF_RELMID|RF_CLIPMID;
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if (line->flags & ML_DONTPEGBOTTOM)
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Z -= Sector->GetPlaneTexZ(sector_t::floor);
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else
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Z -= Sector->GetPlaneTexZ(sector_t::ceiling);
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if (ffloor->flags & FF_UPPERTEXTURE)
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{
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tex = wall->GetTexture(side_t::top);
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}
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else if (ffloor->flags & FF_LOWERTEXTURE)
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{
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tex = wall->GetTexture(side_t::bottom);
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}
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else
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{
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tex = sides[ffloor->master->sidenum[0]].GetTexture(side_t::mid);
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}
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}
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#endif
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else return FNullTextureID();
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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 (line->flags & ML_DONTPEGTOP)
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{
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return Z + front->GetPlaneTexZ(sector_t::ceiling);
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}
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else
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{
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return Z + back->GetPlaneTexZ(sector_t::ceiling);
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}
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case RF_RELLOWER:
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if (line->flags & ML_DONTPEGBOTTOM)
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{
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return Z + front->GetPlaneTexZ(sector_t::ceiling);
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}
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else
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{
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return Z + back->GetPlaneTexZ(sector_t::floor);
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}
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case RF_RELMID:
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if (line->flags & ML_DONTPEGBOTTOM)
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{
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return Z + front->GetPlaneTexZ(sector_t::floor);
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}
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else
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{
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return Z + front->GetPlaneTexZ(sector_t::ceiling);
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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, F3DFloor * ffloor)
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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, ffloor);
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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, ffloor);
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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, F3DFloor * ffloor)
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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, ffloor);
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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, ffloor);
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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, F3DFloor * ffloor)
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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;
|
|
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 (lines[wall->linenum].dx, lines[wall->linenum].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<DImpactDecal> 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 <decal>\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();
|
|
}
|