Added A_OverlayFlags

Allows psprites to follow the weapon and/or the player's bobbing
This commit is contained in:
Leonard2 2016-05-26 21:51:52 +02:00
parent 8f360f3bea
commit c82620129c
6 changed files with 122 additions and 44 deletions

View file

@ -141,6 +141,13 @@ DPSprite::DPSprite(player_t *owner, AInventory *caller, int id)
if (Next && Next->ID == ID && ID != 0)
Next->Destroy(); // Replace it.
if (ID == ps_weapon || ID == ps_flash || (ID >= NUMPSPRITES && Caller->IsKindOf(RUNTIME_CLASS(AWeapon))))
{
Flags |= PSPF_ADDBOB;
if (ID != ps_weapon)
Flags |= PSPF_ADDWEAPON;
}
}
//------------------------------------------------------------------------
@ -176,26 +183,9 @@ DPSprite *player_t::GetPSprite(psprnum_t layer)
{
assert(layer > 0 && layer < NUMPSPRITES);
DPSprite *weapon = nullptr;
DPSprite *pspr = psprites;
while (pspr)
{
if (pspr->ID == layer)
return pspr;
if (pspr->ID == ps_weapon)
weapon = pspr;
pspr = pspr->Next;
}
pspr = new DPSprite(this, ReadyWeapon, layer);
if (layer == ps_flash && weapon)
{
pspr->x = weapon->x;
pspr->y = weapon->y;
}
DPSprite *pspr = FindPSprite(layer);
if (pspr == nullptr)
pspr = new DPSprite(this, ReadyWeapon, layer);
return pspr;
}
@ -281,13 +271,16 @@ void DPSprite::SetState(FState *newstate, bool pending)
Tics = 1; // great for producing decals :)
}
if (newstate->GetMisc1())
{ // Set coordinates.
x = newstate->GetMisc1();
}
if (newstate->GetMisc2())
{
y = newstate->GetMisc2();
if (ID != ps_flash)
{ // It's still possible to set the flash layer's offsets with the action function.
if (newstate->GetMisc1())
{ // Set coordinates.
x = newstate->GetMisc1();
}
if (newstate->GetMisc2())
{
y = newstate->GetMisc2();
}
}
if (Owner->mo != nullptr)
@ -986,6 +979,35 @@ DEFINE_ACTION_FUNCTION(AInventory, A_WeaponOffset)
return 0;
}
//---------------------------------------------------------------------------
//
// PROC A_OverlayFlags
//
//---------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AInventory, A_OverlayFlags)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT(layer);
PARAM_INT(flags);
PARAM_BOOL(set);
if (self->player == nullptr)
return 0;
DPSprite *pspr = self->player->FindPSprite(layer);
if (pspr == nullptr)
return 0;
if (set)
pspr->Flags |= flags;
else
pspr->Flags &= ~flags;
return 0;
}
//---------------------------------------------------------------------------
//
// PROC A_Lower
@ -1307,11 +1329,6 @@ void player_t::TickPSprites()
}
else
{
if (weapon && flash)
{
flash->x = weapon->x;
flash->y = weapon->y;
}
P_CheckWeaponSwitch(this);
if (WeaponState & (WF_WEAPONREADY | WF_WEAPONREADYALT))
{
@ -1359,7 +1376,7 @@ void DPSprite::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << Next << Caller << Owner
arc << Next << Caller << Owner << Flags
<< State << Tics << Sprite << Frame
<< ID << x << y << oldx << oldy;
}

View file

@ -52,6 +52,12 @@ enum psprnum_t // These are all called by the owner's ReadyWeapon.
NUMPSPRITES
};
enum PSPFlags
{
PSPF_ADDWEAPON = 1 << 0,
PSPF_ADDBOB = 1 << 1,
};
class DPSprite : public DObject
{
DECLARE_CLASS (DPSprite, DObject)
@ -73,6 +79,7 @@ public:
double oldx, oldy;
bool firstTic;
int Tics;
int Flags;
private:
DPSprite () {}

View file

@ -3093,11 +3093,28 @@ void player_t::Serialize (FArchive &arc)
pspr = GetPSprite(psprnum_t(i));
pspr->State = state;
pspr->Tics = tics;
pspr->x = sx;
pspr->y = sy;
pspr->Sprite = sprite;
pspr->Frame = frame;
pspr->Owner = this;
if (i == ps_flash)
{
pspr->x = 0;
pspr->y = 0;
}
else
{
pspr->x = sx;
pspr->y = sy;
}
pspr->Flags = 0;
if (i < ps_targetcenter)
{
pspr->Flags |= PSPF_ADDBOB;
if (i == ps_flash)
pspr->Flags |= PSPF_ADDWEAPON;
}
}
}
}

View file

@ -1279,7 +1279,7 @@ void R_AddSprites (sector_t *sec, int lightlevel, int fakeside)
//
// R_DrawPSprite
//
void R_DrawPSprite(DPSprite *pspr, AActor *owner, double ofsx, double ofsy, double ticfrac)
void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac)
{
double tx;
int x1;
@ -1331,10 +1331,17 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, double ofsx, double ofsy, doub
sx = pspr->oldx + (pspr->x - pspr->oldx) * ticfrac;
sy = pspr->oldy + (pspr->y - pspr->oldy) * ticfrac;
if (isweapon)
{ // [RH] Don't bob the targeter/non-weapon layers.
sx += ofsx;
sy += ofsy;
if (pspr->Flags & PSPF_ADDBOB)
{
sx += bobx;
sy += boby;
}
if (pspr->Flags & PSPF_ADDWEAPON)
{
sx += wx;
sy += wy;
}
// calculate edges of the shape
@ -1547,6 +1554,7 @@ void R_DrawPlayerSprites ()
int i;
int lightnum;
DPSprite* psp;
DPSprite* weapon;
sector_t* sec = NULL;
static sector_t tempsec;
int floorlight, ceilinglight;
@ -1611,11 +1619,32 @@ void R_DrawPlayerSprites ()
if (camera->player != NULL)
{
double centerhack = CenterY;
float ofsx, ofsy;
double wx, wy;
float bobx, boby;
CenterY = viewheight / 2;
P_BobWeapon (camera->player, &ofsx, &ofsy, r_TicFracF);
P_BobWeapon (camera->player, &bobx, &boby, r_TicFracF);
// Interpolate the main weapon layer once so as to be able to add it to other layers.
if ((weapon = camera->player->FindPSprite(ps_weapon)) != nullptr)
{
if (weapon->firstTic)
{
wx = weapon->x;
wy = weapon->y;
}
else
{
wx = weapon->oldx + (weapon->x - weapon->oldx) * r_TicFracF;
wy = weapon->oldy + (weapon->y - weapon->oldy) * r_TicFracF;
}
}
else
{
wx = 0;
wy = 0;
}
// add all active psprites
psp = camera->player->psprites;
@ -1624,7 +1653,7 @@ void R_DrawPlayerSprites ()
// [RH] Don't draw the targeter's crosshair if the player already has a crosshair set.
if (psp->GetID() != ps_targetcenter || CrosshairImage == nullptr)
{
R_DrawPSprite(psp, camera, ofsx, ofsy, r_TicFracF);
R_DrawPSprite(psp, camera, bobx, boby, wx, wy, r_TicFracF);
}
psp = psp->GetNext();

View file

@ -568,4 +568,11 @@ enum
WOF_KEEPX = 1,
WOF_KEEPY = 1 << 1,
WOF_ADD = 1 << 2,
};
};
// Flags for psprite layers
enum
{
PSPF_ADDWEAPON = 1 << 0,
PSPF_ADDBOB = 1 << 1,
};

View file

@ -51,6 +51,7 @@ ACTOR Inventory native
action native A_RestoreSpecialThing2();
action native A_WeaponOffset(float wx = 0, float wy = 32, int flags = 0);
action native A_OverlayOffset(int layer = 1, float wx = 0, float wy = 32, int flags = 0);
action native A_OverlayFlags(int layer, int flags, bool set);
States
{