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- useBloodColor: when true, the sprayed decal will be shaded to match the calling actor's blood color. - decalColor: when defined, the sprayed decal will be shaded to the specified color. Note that this will take precedence over useBloodColor. It is recommended to use only one parameter. Note that due to how decals work in the engine, the "decalColor" parameter will only properly colorize the decal if the image is grayscale.
966 lines
23 KiB
C++
966 lines
23 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 "p_trace.h"
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#include "decallib.h"
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#include "c_dispatch.h"
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#include "d_net.h"
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#include "serializer_doom.h"
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#include "doomdata.h"
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#include "g_levellocals.h"
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#include "vm.h"
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#include "texturemanager.h"
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EXTERN_CVAR (Bool, cl_spreaddecals)
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EXTERN_CVAR (Int, cl_maxdecals)
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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struct SpreadInfo
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{
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double DecalWidth, DecalLeft, DecalRight;
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double SpreadZ;
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const DBaseDecal *SpreadSource;
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const FDecalTemplate *SpreadTemplate;
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TArray<side_t *> SpreadStack;
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};
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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IMPLEMENT_CLASS(DBaseDecal, false, true)
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IMPLEMENT_POINTERS_START(DBaseDecal)
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IMPLEMENT_POINTER(WallPrev)
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IMPLEMENT_POINTER(WallNext)
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IMPLEMENT_POINTERS_END
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IMPLEMENT_CLASS(DImpactDecal, false, false)
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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void DBaseDecal::Construct(double z)
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{
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Z = z;
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RenderStyle = STYLE_None;
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PicNum.SetInvalid();
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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void DBaseDecal::Construct(const AActor *basis)
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{
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Z = basis->Z();
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ScaleX = basis->Scale.X;
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ScaleY = basis->Scale.Y;
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Alpha = basis->Alpha;
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AlphaColor = basis->fillcolor;
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Translation = basis->Translation;
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PicNum = basis->picnum;
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RenderFlags = basis->renderflags;
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RenderStyle = basis->RenderStyle;
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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void DBaseDecal::Construct(const DBaseDecal *basis)
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{
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LeftDistance = basis->LeftDistance;
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Z = basis->Z;
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ScaleX = basis->ScaleX;
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ScaleY = basis->ScaleY;
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Alpha = basis->Alpha;
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AlphaColor = basis->AlphaColor;
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Translation = basis->Translation;
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PicNum = basis->PicNum;
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RenderFlags = basis->RenderFlags;
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RenderStyle = basis->RenderStyle;
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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void DBaseDecal::OnDestroy ()
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{
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Remove ();
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Super::OnDestroy();
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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void DBaseDecal::Remove ()
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{
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if (WallPrev == nullptr)
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{
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if (Side != nullptr) Side->AttachedDecals = WallNext;
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}
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else WallPrev->WallNext = WallNext;
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if (WallNext != nullptr) WallNext->WallPrev = WallPrev;
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WallPrev = nullptr;
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WallNext = nullptr;
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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void DBaseDecal::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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arc("wallprev", WallPrev)
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("wallnext", WallNext)
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("leftdistance", LeftDistance)
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("z", Z)
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("scalex", ScaleX)
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("scaley", ScaleY)
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("alpha", Alpha)
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("alphacolor", AlphaColor)
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("translation", Translation)
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("picnum", PicNum)
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("renderflags", RenderFlags)
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("renderstyle", RenderStyle)
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("side", Side)
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("sector", Sector);
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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void DBaseDecal::GetXY (side_t *wall, double &ox, double &oy) const
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{
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line_t *line = wall->linedef;
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vertex_t *v1, *v2;
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if (line->sidedef[0] == wall)
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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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double dx = v2->fX() - v1->fX();
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double dy = v2->fY() - v1->fY();
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ox = v1->fX() + LeftDistance * dx;
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oy = v1->fY() + LeftDistance * dy;
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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void DBaseDecal::SetShade (uint32_t 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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//----------------------------------------------------------------------------
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//
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//
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//
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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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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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void DBaseDecal::SetTranslation(uint32_t trans)
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{
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Translation = trans;
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}
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//----------------------------------------------------------------------------
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//
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// Returns the texture the decal stuck to.
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//
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//----------------------------------------------------------------------------
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FTextureID DBaseDecal::StickToWall (side_t *wall, double x, double y, F3DFloor *ffloor)
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{
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Side = wall;
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WallPrev = wall->AttachedDecals;
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while (WallPrev != nullptr && WallPrev->WallNext != nullptr)
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{
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WallPrev = WallPrev->WallNext;
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}
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if (WallPrev != nullptr) WallPrev->WallNext = this;
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else wall->AttachedDecals = this;
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WallNext = nullptr;
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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 = wall->linedef;
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if (line->sidedef[0] == wall)
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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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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 = ffloor->master->sidedef[0]->GetTexture(side_t::mid);
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}
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}
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else return FNullTextureID();
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CalcFracPos (wall, x, y);
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auto texture = TexMan.GetGameTexture(tex);
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if (texture == NULL || texture->allowNoDecals())
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{
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return FNullTextureID();
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}
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return tex;
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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double DBaseDecal::GetRealZ (const side_t *wall) const
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{
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const line_t *line = wall->linedef;
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const sector_t *front, *back;
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if (line->sidedef[0] == wall)
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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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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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void DBaseDecal::CalcFracPos (side_t *wall, double x, double y)
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{
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line_t *line = wall->linedef;
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vertex_t *v1, *v2;
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if (line->sidedef[0] == wall)
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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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double dx = v2->fX() - v1->fX();
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double dy = v2->fY() - v1->fY();
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if (fabs(dx) > fabs(dy))
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{
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LeftDistance = (x - v1->fX()) / dx;
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}
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else if (dy != 0)
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{
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LeftDistance = (y - v1->fY()) / 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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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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static void GetWallStuff (side_t *wall, vertex_t *&v1, double &ldx, double &ldy)
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{
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line_t *line = wall->linedef;
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if (line->sidedef[0] == wall)
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{
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v1 = line->v1;
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ldx = line->Delta().X;
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ldy = line->Delta().Y;
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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->Delta().X;
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ldy = -line->Delta().Y;
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}
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}
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//----------------------------------------------------------------------------
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//
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//
|
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//
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//----------------------------------------------------------------------------
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static double Length (double dx, double dy)
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{
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return DVector2(dx, dy).Length();
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}
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//----------------------------------------------------------------------------
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//
|
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//
|
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//
|
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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 = wall->linedef;
|
|
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if (line->sidedef[0] == wall)
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{
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if (line->sidedef[1] != NULL)
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{
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return line->sidedef[1];
|
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}
|
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}
|
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else if (line->sidedef[1] == wall)
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{
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return line->sidedef[0];
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}
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return NULL;
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}
|
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|
|
//----------------------------------------------------------------------------
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//
|
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//
|
|
//
|
|
//----------------------------------------------------------------------------
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|
|
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void DBaseDecal::SpreadLeft (double r, vertex_t *v1, side_t *feelwall, F3DFloor *ffloor, SpreadInfo *spread)
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{
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double ldx, ldy;
|
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spread->SpreadStack.Push (feelwall);
|
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while (r < 0 && feelwall->LeftSide != NO_SIDE)
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{
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double startr = r;
|
|
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double x = v1->fX();
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double y = v1->fY();
|
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feelwall = &feelwall->GetLevel()->sides[feelwall->LeftSide];
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GetWallStuff (feelwall, v1, ldx, ldy);
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double wallsize = Length (ldx, ldy);
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r += spread->DecalLeft;
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x += r*ldx / wallsize;
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y += r*ldy / wallsize;
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r = wallsize + startr;
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spread->SpreadSource->CloneSelf (spread->SpreadTemplate, x, y, spread->SpreadZ, feelwall, ffloor);
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spread->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 = spread->SpreadStack.Size(); i-- > 0; )
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{
|
|
if (spread->SpreadStack[i] == nextwall)
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break;
|
|
}
|
|
if (i == -1)
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|
{
|
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vertex_t *v2;
|
|
|
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GetWallStuff (nextwall, v2, ldx, ldy);
|
|
SpreadLeft (startr, v2, nextwall, ffloor, spread);
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}
|
|
}
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
void DBaseDecal::SpreadRight (double r, side_t *feelwall, double wallsize, F3DFloor *ffloor, SpreadInfo *spread)
|
|
{
|
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vertex_t *v1;
|
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double x, y, ldx, ldy;
|
|
|
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spread->SpreadStack.Push (feelwall);
|
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|
|
while (r > wallsize && feelwall->RightSide != NO_SIDE)
|
|
{
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feelwall = &feelwall->GetLevel()->sides[feelwall->RightSide];
|
|
|
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side_t *nextwall = NextWall (feelwall);
|
|
if (nextwall != NULL && nextwall->LeftSide != NO_SIDE)
|
|
{
|
|
int i;
|
|
|
|
for (i = spread->SpreadStack.Size(); i-- > 0; )
|
|
{
|
|
if (spread->SpreadStack[i] == nextwall)
|
|
break;
|
|
}
|
|
if (i == -1)
|
|
{
|
|
SpreadRight (r, nextwall, wallsize, ffloor, spread);
|
|
}
|
|
}
|
|
|
|
r = spread->DecalWidth - r + wallsize - spread->DecalLeft;
|
|
GetWallStuff (feelwall, v1, ldx, ldy);
|
|
x = v1->fX();
|
|
y = v1->fY();
|
|
wallsize = Length (ldx, ldy);
|
|
x -= r*ldx / wallsize;
|
|
y -= r*ldy / wallsize;
|
|
r = spread->DecalRight - r;
|
|
spread->SpreadSource->CloneSelf (spread->SpreadTemplate, x, y, spread->SpreadZ, feelwall, ffloor);
|
|
spread->SpreadStack.Push (feelwall);
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
void DBaseDecal::Spread (const FDecalTemplate *tpl, side_t *wall, double x, double y, double z, F3DFloor * ffloor)
|
|
{
|
|
SpreadInfo spread;
|
|
FGameTexture *tex;
|
|
vertex_t *v1;
|
|
double rorg, ldx, ldy;
|
|
|
|
GetWallStuff (wall, v1, ldx, ldy);
|
|
rorg = Length (x - v1->fX(), y - v1->fY());
|
|
|
|
if ((tex = TexMan.GetGameTexture(PicNum)) == NULL)
|
|
{
|
|
return;
|
|
}
|
|
|
|
double dwidth = tex->GetDisplayWidth ();
|
|
|
|
spread.DecalWidth = dwidth * ScaleX;
|
|
spread.DecalLeft = tex->GetDisplayLeftOffset() * ScaleX;
|
|
spread.DecalRight = spread.DecalWidth - spread.DecalLeft;
|
|
spread.SpreadSource = this;
|
|
spread.SpreadTemplate = tpl;
|
|
spread.SpreadZ = z;
|
|
|
|
// Try spreading left first
|
|
SpreadLeft (rorg - spread.DecalLeft, v1, wall, ffloor, &spread);
|
|
spread.SpreadStack.Clear ();
|
|
|
|
// Then try spreading right
|
|
SpreadRight (rorg + spread.DecalRight, wall,
|
|
Length (wall->linedef->Delta().X, wall->linedef->Delta().Y), ffloor, &spread);
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
DBaseDecal *DBaseDecal::CloneSelf (const FDecalTemplate *tpl, double ix, double iy, double iz, side_t *wall, F3DFloor * ffloor) const
|
|
{
|
|
DBaseDecal *decal = Level->CreateThinker<DBaseDecal>(iz);
|
|
if (decal != NULL)
|
|
{
|
|
if (decal->StickToWall (wall, ix, iy, ffloor).isValid())
|
|
{
|
|
tpl->ApplyToDecal (decal, wall);
|
|
decal->AlphaColor = AlphaColor;
|
|
decal->RenderFlags = (decal->RenderFlags & RF_DECALMASK) |
|
|
(this->RenderFlags & ~RF_DECALMASK);
|
|
}
|
|
else
|
|
{
|
|
decal->Destroy();
|
|
return NULL;
|
|
}
|
|
}
|
|
return decal;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
void DImpactDecal::CheckMax ()
|
|
{
|
|
static int SpawnCounter;
|
|
|
|
if (++Level->ImpactDecalCount >= cl_maxdecals)
|
|
{
|
|
DThinker *thinker = Level->FirstThinker (STAT_AUTODECAL);
|
|
if (thinker != NULL)
|
|
{
|
|
thinker->Destroy();
|
|
Level->ImpactDecalCount--;
|
|
}
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
void DImpactDecal::Expired()
|
|
{
|
|
Level->ImpactDecalCount--;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
DImpactDecal *DImpactDecal::StaticCreate (FLevelLocals *Level, const char *name, const DVector3 &pos, side_t *wall, F3DFloor * ffloor, PalEntry color, uint32_t bloodTranslation)
|
|
{
|
|
if (cl_maxdecals > 0)
|
|
{
|
|
const FDecalTemplate *tpl = DecalLibrary.GetDecalByName (name);
|
|
|
|
if (tpl != NULL && (tpl = tpl->GetDecal()) != NULL)
|
|
{
|
|
return StaticCreate (Level, tpl, pos, wall, ffloor, color, bloodTranslation);
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
DImpactDecal *DImpactDecal::StaticCreate (FLevelLocals *Level, const FDecalTemplate *tpl, const DVector3 &pos, side_t *wall, F3DFloor * ffloor, PalEntry color, uint32_t bloodTranslation)
|
|
{
|
|
DImpactDecal *decal = NULL;
|
|
if (tpl != NULL && cl_maxdecals > 0 && !(wall->Flags & WALLF_NOAUTODECALS))
|
|
{
|
|
if (tpl->LowerDecal)
|
|
{
|
|
int lowercolor;
|
|
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;
|
|
else lowercolor = color;
|
|
|
|
uint32_t lowerTrans = (bloodTranslation != 0 ? bloodTranslation : 0);
|
|
|
|
StaticCreate (Level, tpl_low, pos, wall, ffloor, lowercolor, lowerTrans);
|
|
}
|
|
decal = Level->CreateThinker<DImpactDecal>(pos.Z);
|
|
if (decal == NULL)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
if (!decal->StickToWall (wall, pos.X, pos.Y, ffloor).isValid())
|
|
{
|
|
decal->Destroy();
|
|
return NULL;
|
|
}
|
|
decal->CheckMax();
|
|
|
|
tpl->ApplyToDecal (decal, wall);
|
|
if (color != 0)
|
|
{
|
|
decal->SetShade (color.r, color.g, color.b);
|
|
}
|
|
|
|
// [Nash] opaque blood
|
|
if (bloodTranslation != 0 && tpl->ShadeColor == 0 && tpl->opaqueBlood)
|
|
{
|
|
decal->SetTranslation(bloodTranslation);
|
|
decal->RenderStyle = STYLE_Normal;
|
|
}
|
|
|
|
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, pos.X, pos.Y, pos.Z, ffloor);
|
|
}
|
|
return decal;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
DBaseDecal *DImpactDecal::CloneSelf (const FDecalTemplate *tpl, double ix, double iy, double iz, side_t *wall, F3DFloor * ffloor) const
|
|
{
|
|
if (wall->Flags & WALLF_NOAUTODECALS)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
DImpactDecal *decal = Level->CreateThinker<DImpactDecal>(iz);
|
|
if (decal != NULL)
|
|
{
|
|
if (decal->StickToWall (wall, ix, iy, ffloor).isValid())
|
|
{
|
|
decal->CheckMax();
|
|
tpl->ApplyToDecal (decal, wall);
|
|
decal->AlphaColor = AlphaColor;
|
|
|
|
// [Nash] opaque blood
|
|
if (tpl->ShadeColor == 0 && tpl->opaqueBlood)
|
|
{
|
|
decal->SetTranslation(Translation);
|
|
decal->RenderStyle = STYLE_Normal;
|
|
}
|
|
|
|
decal->RenderFlags = (decal->RenderFlags & RF_DECALMASK) |
|
|
(this->RenderFlags & ~RF_DECALMASK);
|
|
}
|
|
else
|
|
{
|
|
decal->Destroy();
|
|
return NULL;
|
|
}
|
|
}
|
|
return decal;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
void SprayDecal(AActor *shooter, const char *name, double distance, DVector3 offset, DVector3 direction, bool useBloodColor, uint32_t decalColor)
|
|
{
|
|
//just in case
|
|
if (!shooter)
|
|
return;
|
|
|
|
FTraceResults trace;
|
|
DVector3 off(0, 0, 0), dir(0, 0, 0);
|
|
|
|
//use vanilla offset only if "custom" equal to zero
|
|
if (offset.isZero() )
|
|
off = shooter->PosPlusZ(shooter->Height / 2);
|
|
|
|
else
|
|
off = shooter->Pos() + offset;
|
|
|
|
//same for direction
|
|
if (direction.isZero() )
|
|
{
|
|
DAngle ang = shooter->Angles.Yaw;
|
|
DAngle pitch = shooter->Angles.Pitch;
|
|
double c = pitch.Cos();
|
|
dir = DVector3(c * ang.Cos(), c * ang.Sin(), -pitch.Sin());
|
|
}
|
|
|
|
else
|
|
dir = direction;
|
|
|
|
uint32_t bloodTrans = useBloodColor ? shooter->BloodTranslation : 0;
|
|
PalEntry entry = !useBloodColor ? (PalEntry)decalColor : shooter->BloodColor;
|
|
|
|
if (Trace(off, shooter->Sector, dir, distance, 0, ML_BLOCKEVERYTHING, shooter, trace, TRACE_NoSky))
|
|
{
|
|
if (trace.HitType == TRACE_HitWall)
|
|
{
|
|
DImpactDecal::StaticCreate(shooter->Level, name, trace.HitPos, trace.Line->sidedef[trace.Side], NULL, entry, bloodTrans);
|
|
}
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
DBaseDecal *ShootDecal(FLevelLocals *Level, const FDecalTemplate *tpl, sector_t *sec, double x, double y, double z, DAngle angle, double tracedist, bool permanent)
|
|
{
|
|
if (tpl == NULL || (tpl = tpl->GetDecal()) == NULL)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
FTraceResults trace;
|
|
DBaseDecal *decal;
|
|
side_t *wall;
|
|
|
|
Trace(DVector3(x,y,z), sec, DVector3(angle.ToVector(), 0), tracedist, 0, 0, NULL, trace, TRACE_NoSky);
|
|
|
|
if (trace.HitType == TRACE_HitWall)
|
|
{
|
|
if (permanent)
|
|
{
|
|
decal = Level->CreateThinker<DBaseDecal>(trace.HitPos.Z);
|
|
wall = trace.Line->sidedef[trace.Side];
|
|
decal->StickToWall(wall, trace.HitPos.X, trace.HitPos.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.HitPos.X, trace.HitPos.Y, trace.HitPos.Z, trace.ffloor);
|
|
}
|
|
return decal;
|
|
}
|
|
else
|
|
{
|
|
return DImpactDecal::StaticCreate(Level, tpl, trace.HitPos, trace.Line->sidedef[trace.Side], NULL);
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
static void SpawnDecal(AActor *self)
|
|
{
|
|
const FDecalTemplate *tpl = nullptr;
|
|
|
|
if (self->args[0] < 0)
|
|
{
|
|
FName name = ENamedName(-self->args[0]);
|
|
tpl = DecalLibrary.GetDecalByName(name.GetChars());
|
|
}
|
|
else
|
|
{
|
|
int decalid = self->args[0] + (self->args[1] << 8); // [KS] High byte for decals.
|
|
tpl = DecalLibrary.GetDecalByNum(decalid);
|
|
}
|
|
|
|
// If no decal is specified, don't try to create one.
|
|
if (tpl != nullptr)
|
|
{
|
|
if (!tpl->PicNum.Exists())
|
|
{
|
|
Printf("Decal actor at (%f,%f) does not have a valid texture\n", self->X(), self->Y());
|
|
}
|
|
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.
|
|
if (!ShootDecal(self->Level, tpl, self->Sector, self->X(), self->Y(), self->Z(), self->Angles.Yaw + 180, 64., true))
|
|
{
|
|
DPrintf (DMSG_WARNING, "Could not find a wall to stick decal to at (%f,%f)\n", self->X(), self->Y());
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
DPrintf (DMSG_ERROR, "Decal actor at (%f,%f) does not have a good template\n", self->X(), self->Y());
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION_NATIVE(ADecal, SpawnDecal, SpawnDecal)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
SpawnDecal(self);
|
|
return 0;
|
|
}
|