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https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 15:21:51 +00:00
Fixed merge conflicts.
This commit is contained in:
parent
201ae3c60f
commit
4865e7109c
4 changed files with 123 additions and 32 deletions
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@ -113,12 +113,14 @@ END_POINTERS
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DPSprite::DPSprite(player_t *owner, AActor *caller, int id)
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DPSprite::DPSprite(player_t *owner, AActor *caller, int id)
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: x(.0), y(.0),
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: x(.0), y(.0),
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oldx(.0), oldy(.0),
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oldx(.0), oldy(.0),
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alpha(1.),
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firstTic(true),
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firstTic(true),
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Flags(0),
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Flags(0),
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Caller(caller),
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Caller(caller),
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Owner(owner),
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Owner(owner),
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ID(id),
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ID(id),
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processPending(true)
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processPending(true),
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RenderStyle(STYLE_Normal)
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{
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{
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DPSprite *prev = nullptr;
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DPSprite *prev = nullptr;
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DPSprite *next = Owner->psprites;
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DPSprite *next = Owner->psprites;
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@ -967,7 +969,7 @@ void A_OverlayOffset(AActor *self, int layer, double wx, double wy, int flags)
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player_t *player = self->player;
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player_t *player = self->player;
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DPSprite *psp;
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DPSprite *psp;
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if (player && (player->playerstate != PST_DEAD))
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if (player)
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{
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{
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psp = player->FindPSprite(layer);
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psp = player->FindPSprite(layer);
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@ -1051,22 +1053,80 @@ DEFINE_ACTION_FUNCTION(AActor, A_OverlayFlags)
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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//
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//
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// PROC OverlayID
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// PROC A_OverlayAlpha
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// Because non-action functions cannot acquire the ID of the overlay...
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, OverlayID)
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DEFINE_ACTION_FUNCTION(AActor, A_OverlayAlpha)
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{
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_ACTION_PROLOGUE;
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PARAM_INT(layer);
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PARAM_FLOAT(alphaset);
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if (ACTION_CALL_FROM_PSPRITE())
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if (self->player == nullptr)
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{
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return 0;
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ACTION_RETURN_INT(stateinfo->mPSPIndex);
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}
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DPSprite *pspr = self->player->FindPSprite(layer);
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ACTION_RETURN_INT(0);
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if (pspr == nullptr)
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return 0;
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pspr->alpha = clamp<double>(alphaset, 0.0, 1.0);
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return 0;
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}
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}
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// NON-ACTION function to get the overlay alpha of a layer.
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DEFINE_ACTION_FUNCTION(AActor, OverlayAlpha)
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{
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if (numret > 0)
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{
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assert(ret != nullptr);
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_INT(layer);
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if (self->player == nullptr)
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return 0;
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DPSprite *pspr = self->player->FindPSprite(layer);
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if (pspr == nullptr)
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{
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ret->SetFloat(0.0);
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}
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else
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{
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ret->SetFloat(pspr->alpha);
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}
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return 1;
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}
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_OverlayRenderStyle
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//
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//---------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_OverlayRenderStyle)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_INT(layer);
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PARAM_INT(style);
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if (self->player == nullptr)
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return 0;
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DPSprite *pspr = self->player->FindPSprite(layer);
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if (pspr == nullptr || style >= STYLE_Count)
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return 0;
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pspr->RenderStyle = style;
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return 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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@ -1483,7 +1543,8 @@ void DPSprite::Serialize(FSerializer &arc)
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("x", x)
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("x", x)
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("y", y)
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("y", y)
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("oldx", oldx)
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("oldx", oldx)
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("oldy", oldy);
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("oldy", oldy)
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("alpha", alpha);
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}
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}
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//------------------------------------------------------------------------
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//------------------------------------------------------------------------
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@ -57,6 +57,9 @@ enum PSPFlags
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PSPF_ADDBOB = 1 << 1,
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PSPF_ADDBOB = 1 << 1,
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PSPF_POWDOUBLE = 1 << 2,
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PSPF_POWDOUBLE = 1 << 2,
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PSPF_CVARFAST = 1 << 3,
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PSPF_CVARFAST = 1 << 3,
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PSPF_ALPHA = 1 << 4,
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PSPF_RENDERSTYLE = 1 << 5,
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PSPF_FLIP = 1 << 6,
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};
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};
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class DPSprite : public DObject
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class DPSprite : public DObject
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@ -77,11 +80,12 @@ public:
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AActor* GetCaller() { return Caller; }
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AActor* GetCaller() { return Caller; }
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void SetCaller(AActor *newcaller) { Caller = newcaller; }
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void SetCaller(AActor *newcaller) { Caller = newcaller; }
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double x, y;
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double x, y, alpha;
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double oldx, oldy;
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double oldx, oldy;
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bool firstTic;
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bool firstTic;
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int Tics;
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int Tics;
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int Flags;
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int Flags;
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int RenderStyle;
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private:
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private:
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DPSprite () {}
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DPSprite () {}
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@ -1290,7 +1290,7 @@ void R_AddSprites (sector_t *sec, int lightlevel, int fakeside)
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//
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//
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// R_DrawPSprite
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// R_DrawPSprite
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//
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//
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void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac)
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void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac, double alpha)
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{
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{
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double tx;
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double tx;
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int x1;
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int x1;
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@ -1326,7 +1326,7 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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flip = sprframe->Flip & 1;
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flip = sprframe->Flip & 1;
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tex = TexMan(picnum);
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tex = TexMan(picnum);
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if (tex->UseType == FTexture::TEX_Null)
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if (tex->UseType == FTexture::TEX_Null || pspr->RenderStyle == STYLE_None)
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return;
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return;
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if (pspr->firstTic)
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if (pspr->firstTic)
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@ -1404,7 +1404,9 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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vis->pic = tex;
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vis->pic = tex;
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vis->ColormapNum = 0;
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vis->ColormapNum = 0;
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if (flip)
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// If flip is used, provided that it's not already flipped (that would just invert itself)
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// (It's an XOR...)
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if (!(flip) != !(pspr->Flags & PSPF_FLIP))
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{
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{
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vis->xiscale = -FLOAT2FIXED(pspritexiscale * tex->Scale.X);
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vis->xiscale = -FLOAT2FIXED(pspritexiscale * tex->Scale.X);
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vis->startfrac = (tex->GetWidth() << FRACBITS) - 1;
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vis->startfrac = (tex->GetWidth() << FRACBITS) - 1;
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@ -1422,8 +1424,26 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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FDynamicColormap *colormap_to_use = nullptr;
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FDynamicColormap *colormap_to_use = nullptr;
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if (pspr->GetID() < PSP_TARGETCENTER)
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if (pspr->GetID() < PSP_TARGETCENTER)
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{
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{
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vis->Style.Alpha = float(owner->Alpha);
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// Set the alpha based on if using the overlay's own or not.
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vis->Style.Alpha = (pspr->Flags & PSPF_ALPHA) ? float(alpha) : float(owner->Alpha);
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// Set the render style
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if (pspr->Flags & PSPF_RENDERSTYLE)
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{
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const int rs = clamp<int>(pspr->RenderStyle, 0, STYLE_Count);
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if (rs == STYLE_Normal && vis->Style.Alpha < 1.0)
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vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Translucent];
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else
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vis->Style.RenderStyle = LegacyRenderStyles[rs];
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}
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else
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{
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if (owner->RenderStyle == LegacyRenderStyles[STYLE_Normal] && vis->Style.Alpha < 1.0)
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vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Translucent];
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else
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vis->Style.RenderStyle = owner->RenderStyle;
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vis->Style.RenderStyle = owner->RenderStyle;
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}
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// The software renderer cannot invert the source without inverting the overlay
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// The software renderer cannot invert the source without inverting the overlay
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// too. That means if the source is inverted, we need to do the reverse of what
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// too. That means if the source is inverted, we need to do the reverse of what
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@ -1657,9 +1677,10 @@ void R_DrawPlayerSprites ()
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// It's possible this psprite's caller is now null but the layer itself hasn't been destroyed
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// It's possible this psprite's caller is now null but the layer itself hasn't been destroyed
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// because it didn't tick yet (if we typed 'take all' while in the console for example).
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// because it didn't tick yet (if we typed 'take all' while in the console for example).
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// In this case let's simply not draw it to avoid crashing.
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// In this case let's simply not draw it to avoid crashing.
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if ((psp->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr) && psp->GetCaller() != nullptr)
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if ((psp->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr) && psp->GetCaller() != nullptr)
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{
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{
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R_DrawPSprite(psp, camera, bobx, boby, wx, wy, r_TicFracF);
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R_DrawPSprite(psp, camera, bobx, boby, wx, wy, r_TicFracF, psp->alpha);
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}
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}
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psp = psp->GetNext();
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psp = psp->GetNext();
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@ -59,6 +59,9 @@ ACTOR Actor native //: Thinker
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native int GetMissileDamage(int mask, int add, int ptr = AAPTR_DEFAULT);
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native int GetMissileDamage(int mask, int add, int ptr = AAPTR_DEFAULT);
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action native int OverlayID();
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action native int OverlayID();
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// Overlay Functions
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native float OverlayAlpha(int layer);
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// Action functions
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// Action functions
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// Meh, MBF redundant functions. Only for DeHackEd support.
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// Meh, MBF redundant functions. Only for DeHackEd support.
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action native A_Turn(float angle = 0);
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action native A_Turn(float angle = 0);
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@ -340,7 +343,6 @@ ACTOR Actor native //: Thinker
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native state A_CheckSightOrRange(float distance, state label, bool two_dimension = false);
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native state A_CheckSightOrRange(float distance, state label, bool two_dimension = false);
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native state A_CheckRange(float distance, state label, bool two_dimension = false);
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native state A_CheckRange(float distance, state label, bool two_dimension = false);
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action native bool A_FaceMovementDirection(float offset = 0, float anglelimit = 0, float pitchlimit = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
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action native bool A_FaceMovementDirection(float offset = 0, float anglelimit = 0, float pitchlimit = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
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action native int A_ClearOverlays(int sstart = 0, int sstop = 0, bool safety = true);
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action native bool A_CopySpriteFrame(int from, int to, int flags = 0);
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action native bool A_CopySpriteFrame(int from, int to, int flags = 0);
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action native bool A_SetSpriteAngle(float angle = 0, int ptr = AAPTR_DEFAULT);
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action native bool A_SetSpriteAngle(float angle = 0, int ptr = AAPTR_DEFAULT);
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action native bool A_SetSpriteRotation(float angle = 0, int ptr = AAPTR_DEFAULT);
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action native bool A_SetSpriteRotation(float angle = 0, int ptr = AAPTR_DEFAULT);
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@ -352,9 +354,12 @@ ACTOR Actor native //: Thinker
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action native A_CopyFriendliness(int ptr_source = AAPTR_MASTER);
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action native A_CopyFriendliness(int ptr_source = AAPTR_MASTER);
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action native bool A_Overlay(int layer, state start = "", bool nooverride = false);
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action native bool A_Overlay(int layer, state start = "", bool nooverride = false);
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action native int A_ClearOverlays(int sstart = 0, int sstop = 0, bool safety = true);
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action native A_WeaponOffset(float wx = 0, float wy = 32, int flags = 0);
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action native A_WeaponOffset(float wx = 0, float wy = 32, int flags = 0);
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action native A_OverlayOffset(int layer = PSP_WEAPON, float wx = 0, float wy = 32, int flags = 0);
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action native A_OverlayOffset(int layer = PSP_WEAPON, float wx = 0, float wy = 32, int flags = 0);
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action native A_OverlayFlags(int layer, int flags, bool set);
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action native A_OverlayFlags(int layer, int flags, bool set);
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action native A_OverlayAlpha(int layer, float alphaset);
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action native A_OverlayRenderStyle(int layer, int style);
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native int ACS_NamedExecute(name script, int mapnum=0, int arg1=0, int arg2=0, int arg3=0);
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native int ACS_NamedExecute(name script, int mapnum=0, int arg1=0, int arg2=0, int arg3=0);
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native int ACS_NamedSuspend(name script, int mapnum=0);
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native int ACS_NamedSuspend(name script, int mapnum=0);
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