- separated the blood translation index from the BloodColor variable to allow more than 255 blood translations and as a prerequisite for allowing to change the blood color.

This commit is contained in:
Christoph Oelckers 2017-03-02 10:26:23 +01:00
parent 59bd4d608c
commit 00dc59ebdc
8 changed files with 30 additions and 44 deletions

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@ -807,11 +807,6 @@ public:
return (flags & MF_COUNTKILL) && !(flags & MF_FRIENDLY);
}
PalEntry GetBloodColor() const
{
return GetClass()->BloodColor;
}
// These also set CF_INTERPVIEW for players.
void SetPitch(DAngle p, bool interpolate, bool forceclamp = false);
void SetAngle(DAngle ang, bool interpolate);
@ -1144,6 +1139,8 @@ public:
BYTE FloatBobPhase;
BYTE FriendPlayer; // [RH] Player # + 1 this friendly monster works for (so 0 is no player, 1 is player 0, etc)
DWORD Translation;
PalEntry BloodColor;
DWORD BloodTranslation;
// [RH] Stuff that used to be part of an Actor Info
FSoundIDNoInit SeeSound;

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@ -295,7 +295,6 @@ void PClassActor::DeriveData(PClass *newclass)
PClassActor *newa = static_cast<PClassActor *>(newclass);
newa->DefaultStateUsage = DefaultStateUsage;
newa->BloodColor = BloodColor;
newa->distancecheck = distancecheck;
newa->DropItems = DropItems;

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@ -290,8 +290,6 @@ public:
TArray<PClassActor *> VisibleToPlayerClass;
PalEntry BloodColor; // Colorized blood
FDropItem *DropItems;
FString SourceLumpName;
FIntCVar *distancecheck;

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@ -2580,8 +2580,7 @@ static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
else if (flags & SIXF_USEBLOODCOLOR)
{
// [XA] Use the spawning actor's BloodColor to translate the newly-spawned object.
PalEntry bloodcolor = self->GetBloodColor();
mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
mo->Translation = self->BloodTranslation;
}
}
if (flags & SIXF_TRANSFERPOINTERS)

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@ -4803,7 +4803,7 @@ void P_TraceBleed(int damage, const DVector3 &pos, AActor *actor, DAngle angle,
{
if (bleedtrace.HitType == TRACE_HitWall)
{
PalEntry bloodcolor = actor->GetBloodColor();
PalEntry bloodcolor = actor->BloodColor;
if (bloodcolor != 0)
{
bloodcolor.r >>= 1; // the full color is too bright for blood decals
@ -5994,7 +5994,6 @@ void P_DoCrunch(AActor *thing, FChangePosition *cpos)
{
if (!(thing->flags&MF_NOBLOOD))
{
PalEntry bloodcolor = thing->GetBloodColor();
PClassActor *bloodcls = thing->GetBloodType();
P_TraceBleed (newdam > 0 ? newdam : cpos->crushchange, thing);
@ -6006,9 +6005,9 @@ void P_DoCrunch(AActor *thing, FChangePosition *cpos)
mo->Vel.X = pr_crunch.Random2() / 16.;
mo->Vel.Y = pr_crunch.Random2() / 16.;
if (bloodcolor != 0 && !(mo->flags2 & MF2_DONTTRANSLATE))
if (thing->BloodTranslation != 0 && !(mo->flags2 & MF2_DONTTRANSLATE))
{
mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
mo->Translation = thing->BloodTranslation;
}
if (!(cl_bloodtype <= 1)) mo->renderflags |= RF_INVISIBLE;
@ -6017,7 +6016,7 @@ void P_DoCrunch(AActor *thing, FChangePosition *cpos)
DAngle an = (M_Random() - 128) * (360./256);
if (cl_bloodtype >= 1)
{
P_DrawSplash2(32, thing->PosPlusZ(thing->Height/2), an, 2, bloodcolor);
P_DrawSplash2(32, thing->PosPlusZ(thing->Height/2), an, 2, thing->BloodColor);
}
}
if (thing->CrushPainSound != 0 && !S_GetSoundPlayingInfo(thing, thing->CrushPainSound))

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@ -316,8 +316,8 @@ DEFINE_FIELD(AActor, RadiusDamageFactor)
DEFINE_FIELD(AActor, SelfDamageFactor)
DEFINE_FIELD(AActor, StealthAlpha)
DEFINE_FIELD(AActor, WoundHealth)
//DEFINE_FIELD(PClassActor, BloodColor)
DEFINE_FIELD(AActor, BloodColor)
DEFINE_FIELD(AActor, BloodTranslation)
//==========================================================================
//
@ -409,6 +409,8 @@ void AActor::Serialize(FSerializer &arc)
A("inventoryid", InventoryID)
A("floatbobphase", FloatBobPhase)
A("translation", Translation)
A("bloodcolor", BloodColor)
A("bloodtranslation", BloodTranslation)
A("seesound", SeeSound)
A("attacksound", AttackSound)
A("paimsound", PainSound)
@ -1665,8 +1667,7 @@ bool AActor::Grind(bool items)
if (isgeneric) // Not a custom crush state, so colorize it appropriately.
{
S_Sound (this, CHAN_BODY, "misc/fallingsplat", 1, ATTN_IDLE);
PalEntry bloodcolor = GetBloodColor();
if (bloodcolor!=0) Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
Translation = BloodTranslation;
}
return false;
}
@ -1707,10 +1708,7 @@ bool AActor::Grind(bool items)
gib->Alpha = Alpha;
gib->Height = 0;
gib->radius = 0;
PalEntry bloodcolor = GetBloodColor();
if (bloodcolor != 0)
gib->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
gib->Translation = BloodTranslation;
}
S_Sound (this, CHAN_BODY, "misc/fallingsplat", 1, ATTN_IDLE);
}
@ -6051,7 +6049,6 @@ DEFINE_ACTION_FUNCTION(AActor, SpawnPuff)
void P_SpawnBlood (const DVector3 &pos1, DAngle dir, int damage, AActor *originator)
{
AActor *th;
PalEntry bloodcolor = originator->GetBloodColor();
PClassActor *bloodcls = originator->GetBloodType();
DVector3 pos = pos1;
pos.Z += pr_spawnblood.Random2() / 64.;
@ -6076,9 +6073,9 @@ void P_SpawnBlood (const DVector3 &pos1, DAngle dir, int damage, AActor *origina
th->tics = 1;
}
// colorize the blood
if (bloodcolor != 0 && !(th->flags2 & MF2_DONTTRANSLATE))
if (!(th->flags2 & MF2_DONTTRANSLATE))
{
th->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
th->Translation = originator->BloodTranslation;
}
// Moved out of the blood actor so that replacing blood is easier
@ -6135,7 +6132,7 @@ void P_SpawnBlood (const DVector3 &pos1, DAngle dir, int damage, AActor *origina
}
if (bloodtype >= 1)
P_DrawSplash2 (40, pos, dir, 2, bloodcolor);
P_DrawSplash2 (40, pos, dir, 2, originator->BloodColor);
}
DEFINE_ACTION_FUNCTION(AActor, SpawnBlood)
@ -6159,7 +6156,6 @@ DEFINE_ACTION_FUNCTION(AActor, SpawnBlood)
void P_BloodSplatter (const DVector3 &pos, AActor *originator, DAngle hitangle)
{
PalEntry bloodcolor = originator->GetBloodColor();
PClassActor *bloodcls = originator->GetBloodType(1);
int bloodtype = cl_bloodtype;
@ -6178,16 +6174,16 @@ void P_BloodSplatter (const DVector3 &pos, AActor *originator, DAngle hitangle)
mo->Vel.Z = 3;
// colorize the blood!
if (bloodcolor!=0 && !(mo->flags2 & MF2_DONTTRANSLATE))
if (!(mo->flags2 & MF2_DONTTRANSLATE))
{
mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
mo->Translation = originator->BloodTranslation;
}
if (!(bloodtype <= 1)) mo->renderflags |= RF_INVISIBLE;
}
if (bloodtype >= 1)
{
P_DrawSplash2 (40, pos, hitangle-180., 2, bloodcolor);
P_DrawSplash2 (40, pos, hitangle-180., 2, originator->BloodColor);
}
}
@ -6199,7 +6195,6 @@ void P_BloodSplatter (const DVector3 &pos, AActor *originator, DAngle hitangle)
void P_BloodSplatter2 (const DVector3 &pos, AActor *originator, DAngle hitangle)
{
PalEntry bloodcolor = originator->GetBloodColor();
PClassActor *bloodcls = originator->GetBloodType(2);
int bloodtype = cl_bloodtype;
@ -6220,16 +6215,16 @@ void P_BloodSplatter2 (const DVector3 &pos, AActor *originator, DAngle hitangle)
mo->target = originator;
// colorize the blood!
if (bloodcolor != 0 && !(mo->flags2 & MF2_DONTTRANSLATE))
if (!(mo->flags2 & MF2_DONTTRANSLATE))
{
mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
mo->Translation = originator->BloodTranslation;
}
if (!(bloodtype <= 1)) mo->renderflags |= RF_INVISIBLE;
}
if (bloodtype >= 1)
{
P_DrawSplash2(40, pos + add, hitangle - 180., 2, bloodcolor);
P_DrawSplash2(40, pos + add, hitangle - 180., 2, originator->BloodColor);
}
}
@ -6255,7 +6250,6 @@ DEFINE_ACTION_FUNCTION(AActor, BloodSplatter)
void P_RipperBlood (AActor *mo, AActor *bleeder)
{
PalEntry bloodcolor = bleeder->GetBloodColor();
PClassActor *bloodcls = bleeder->GetBloodType();
double xo = pr_ripperblood.Random2() / 16.;
@ -6281,16 +6275,16 @@ void P_RipperBlood (AActor *mo, AActor *bleeder)
th->tics += pr_ripperblood () & 3;
// colorize the blood!
if (bloodcolor!=0 && !(th->flags2 & MF2_DONTTRANSLATE))
if (!(th->flags2 & MF2_DONTTRANSLATE))
{
th->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
th->Translation = bleeder->BloodTranslation;
}
if (!(bloodtype <= 1)) th->renderflags |= RF_INVISIBLE;
}
if (bloodtype >= 1)
{
P_DrawSplash2(28, pos, bleeder->AngleTo(mo) + 180., 0, bloodcolor);
P_DrawSplash2(28, pos, bleeder->AngleTo(mo) + 180., 0, bleeder->BloodColor);
}
}

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@ -1053,10 +1053,9 @@ DEFINE_PROPERTY(bloodcolor, C, Actor)
{
PROP_COLOR_PARM(color, 0);
PalEntry pe = color;
pe.a = CreateBloodTranslation(pe);
assert(info->IsKindOf(RUNTIME_CLASS(PClassActor)));
static_cast<PClassActor *>(info)->BloodColor = pe;
defaults->BloodColor = color;
defaults->BloodColor.a = 255; // a should not be 0.
defaults->BloodTranslation = TRANSLATION(TRANSLATION_Blood, CreateBloodTranslation(color));
}
//==========================================================================

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@ -194,7 +194,8 @@ class Actor : Thinker native
native double SelfDamageFactor;
native double StealthAlpha;
native int WoundHealth; // Health needed to enter wound state
//native color BloodColor; // won't be accessible for now because it needs refactoring to remove the 255-translations limit.
native readonly color BloodColor;
native readonly int BloodTranslation;
meta String Obituary; // Player was killed by this actor
meta String HitObituary; // Player was killed by this actor in melee