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https://github.com/ZDoom/qzdoom.git
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Generalized the psprites implementation
This commit is contained in:
parent
bd396ccb7c
commit
1966b61b8f
25 changed files with 743 additions and 477 deletions
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@ -380,6 +380,7 @@ class player_t
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{
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public:
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player_t();
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~player_t();
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player_t &operator= (const player_t &p);
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void Serialize (FArchive &arc);
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@ -454,7 +455,6 @@ public:
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int extralight; // so gun flashes light up areas
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short fixedcolormap; // can be set to REDCOLORMAP, etc.
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short fixedlightlevel;
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pspdef_t psprites[NUMPSPRITES]; // view sprites (gun, etc)
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int morphTics; // player is a chicken/pig if > 0
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PClassPlayerPawn *MorphedPlayerClass; // [MH] (for SBARINFO) class # for this player instance when morphed
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int MorphStyle; // which effects to apply for this player instance when morphed
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@ -526,6 +526,12 @@ public:
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}
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int GetSpawnClass();
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// PSprite layers
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DPSprite *psprites; // view sprites (gun, etc)
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void TickPSprites();
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void DestroyPSprites();
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DPSprite *GetPSprite(psprnum_t layer); // Used ONLY for compatibility with the old hardcoded layers.
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};
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// Bookkeeping on players - state.
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@ -73,16 +73,15 @@ DEFINE_ACTION_FUNCTION(AActor, A_FirePistol)
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bool accurate;
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if (self->player != NULL)
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if (self->player != nullptr)
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{
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AWeapon *weapon = self->player->ReadyWeapon;
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if (weapon != NULL && ACTION_CALL_FROM_WEAPON())
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if (weapon != nullptr && ACTION_CALL_FROM_WEAPON())
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
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return 0;
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P_SetPsprite (self->player, ps_flash, weapon->FindState(NAME_Flash));
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self->player->psprites[ps_flash].processPending = true;
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self->player->GetPSprite(ps_flash)->SetState(weapon->FindState(NAME_Flash), true);
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}
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self->player->mo->PlayAttacking2 ();
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@ -263,19 +262,18 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun)
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int i;
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player_t *player;
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if (NULL == (player = self->player))
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if (nullptr == (player = self->player))
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{
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return 0;
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}
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S_Sound (self, CHAN_WEAPON, "weapons/shotgf", 1, ATTN_NORM);
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AWeapon *weapon = self->player->ReadyWeapon;
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if (weapon != NULL && ACTION_CALL_FROM_WEAPON())
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if (weapon != nullptr && ACTION_CALL_FROM_WEAPON())
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
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return 0;
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P_SetPsprite (player, ps_flash, weapon->FindState(NAME_Flash));
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self->player->psprites[ps_flash].processPending = true;
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player->GetPSprite(ps_flash)->SetState(weapon->FindState(NAME_Flash), true);
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}
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player->mo->PlayAttacking2 ();
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@ -300,19 +298,18 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun2)
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int damage;
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player_t *player;
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if (NULL == (player = self->player))
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if (nullptr == (player = self->player))
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{
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return 0;
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}
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S_Sound (self, CHAN_WEAPON, "weapons/sshotf", 1, ATTN_NORM);
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AWeapon *weapon = self->player->ReadyWeapon;
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if (weapon != NULL && ACTION_CALL_FROM_WEAPON())
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if (weapon != nullptr && ACTION_CALL_FROM_WEAPON())
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire, true, 2))
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return 0;
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P_SetPsprite (player, ps_flash, weapon->FindState(NAME_Flash));
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self->player->psprites[ps_flash].processPending = true;
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player->GetPSprite(ps_flash)->SetState(weapon->FindState(NAME_Flash), true);
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}
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player->mo->PlayAttacking2 ();
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@ -384,15 +381,13 @@ void P_SetSafeFlash(AWeapon *weapon, player_t *player, FState *flashstate, int i
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if (flashstate + index < cls->OwnedStates + cls->NumOwnedStates)
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{
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// we're ok so set the state
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P_SetPsprite (player, ps_flash, flashstate + index);
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player->psprites[ps_flash].processPending = true;
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player->GetPSprite(ps_flash)->SetState(flashstate + index, true);
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return;
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}
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else
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{
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// oh, no! The state is beyond the end of the state table so use the original flash state.
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P_SetPsprite (player, ps_flash, flashstate);
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player->psprites[ps_flash].processPending = true;
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player->GetPSprite(ps_flash)->SetState(flashstate, true);
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return;
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}
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}
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@ -408,8 +403,7 @@ void P_SetSafeFlash(AWeapon *weapon, player_t *player, FState *flashstate, int i
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{ // Invalid state. With no index offset, it should at least be valid.
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index = 0;
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}
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P_SetPsprite (player, ps_flash, flashstate + index);
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player->psprites[ps_flash].processPending = true;
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player->GetPSprite(ps_flash)->SetState(flashstate + index, true);
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}
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//
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@ -421,13 +415,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireCGun)
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player_t *player;
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if (self == NULL || NULL == (player = self->player))
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if (self == nullptr || nullptr == (player = self->player))
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{
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return 0;
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}
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AWeapon *weapon = player->ReadyWeapon;
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if (weapon != NULL && ACTION_CALL_FROM_WEAPON())
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if (weapon != nullptr && ACTION_CALL_FROM_WEAPON())
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire, true, 1))
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return 0;
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@ -435,12 +429,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireCGun)
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S_Sound (self, CHAN_WEAPON, "weapons/chngun", 1, ATTN_NORM);
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FState *flash = weapon->FindState(NAME_Flash);
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if (flash != NULL)
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if (flash != nullptr)
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{
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// [RH] Fix for Sparky's messed-up Dehacked patch! Blargh!
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FState * atk = weapon->FindState(NAME_Fire);
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int theflash = clamp (int(player->psprites[ps_weapon].state - atk), 0, 1);
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int theflash = clamp (int(player->GetPSprite(ps_weapon)->GetState() - atk), 0, 1);
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if (flash[theflash].sprite != flash->sprite)
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{
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@ -1750,6 +1750,8 @@ void G_DoPlayerPop(int playernum)
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players[playernum].mo = NULL;
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players[playernum].camera = NULL;
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}
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players[playernum].DestroyPSprites();
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}
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void G_ScreenShot (char *filename)
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@ -123,9 +123,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_Feathers)
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void P_UpdateBeak (AActor *self)
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{
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if (self->player != NULL)
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if (self->player != nullptr)
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{
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self->player->psprites[ps_weapon].sy = WEAPONTOP + self->player->chickenPeck / 2;
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self->player->GetPSprite(ps_weapon)->y = WEAPONTOP + self->player->chickenPeck / 2;
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}
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}
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@ -141,12 +141,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_BeakRaise)
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player_t *player;
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if (NULL == (player = self->player))
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if (nullptr == (player = self->player))
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{
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return 0;
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}
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player->psprites[ps_weapon].sy = WEAPONTOP;
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P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetReadyState());
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player->GetPSprite(ps_weapon)->y = WEAPONTOP;
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player->GetPSprite(ps_weapon)->SetState(player->ReadyWeapon->GetReadyState());
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return 0;
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}
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@ -192,7 +192,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BeakAttackPL1)
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}
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P_PlayPeck (player->mo);
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player->chickenPeck = 12;
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player->psprites[ps_weapon].tics -= pr_beakatkpl1() & 7;
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player->GetPSprite(ps_weapon)->Tics -= pr_beakatkpl1() & 7;
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return 0;
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}
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@ -227,6 +227,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_BeakAttackPL2)
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}
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P_PlayPeck (player->mo);
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player->chickenPeck = 12;
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player->psprites[ps_weapon].tics -= pr_beakatkpl2()&3;
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player->GetPSprite(ps_weapon)->Tics -= pr_beakatkpl2()&3;
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return 0;
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}
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@ -259,7 +259,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GauntletAttack)
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FTranslatedLineTarget t;
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int actualdamage = 0;
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if (NULL == (player = self->player))
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if (nullptr == (player = self->player))
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{
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return 0;
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}
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@ -267,13 +267,13 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GauntletAttack)
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PARAM_INT(power);
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AWeapon *weapon = player->ReadyWeapon;
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if (weapon != NULL)
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if (weapon != nullptr)
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return 0;
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}
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player->psprites[ps_weapon].sx = ((pr_gatk()&3)-2);
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player->psprites[ps_weapon].sy = WEAPONTOP + (pr_gatk()&3);
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player->GetPSprite(ps_weapon)->x = ((pr_gatk()&3)-2);
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player->GetPSprite(ps_weapon)->y = WEAPONTOP + (pr_gatk()&3);
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Angle = self->Angles.Yaw;
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if (power)
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{
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@ -425,7 +425,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireMacePL1)
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AActor *ball;
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player_t *player;
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if (NULL == (player = self->player))
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if (nullptr == (player = self->player))
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{
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return 0;
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}
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@ -436,13 +436,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireMacePL1)
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return 0;
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}
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AWeapon *weapon = player->ReadyWeapon;
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if (weapon != NULL)
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if (weapon != nullptr)
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{
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if (!weapon->DepleteAmmo(weapon->bAltFire))
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return 0;
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}
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player->psprites[ps_weapon].sx = ((pr_maceatk() & 3) - 2);
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player->psprites[ps_weapon].sy = WEAPONTOP + (pr_maceatk() & 3);
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player->GetPSprite(ps_weapon)->x = ((pr_maceatk() & 3) - 2);
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player->GetPSprite(ps_weapon)->y = WEAPONTOP + (pr_maceatk() & 3);
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ball = P_SpawnPlayerMissile(self, PClass::FindActor("MaceFX1"), self->Angles.Yaw + (((pr_maceatk() & 7) - 4) * (360. / 256)));
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if (ball)
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{
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@ -1158,7 +1158,7 @@ IMPLEMENT_CLASS (APhoenixRodPowered)
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void APhoenixRodPowered::EndPowerup ()
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{
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P_SetPsprite (Owner->player, ps_weapon, SisterWeapon->GetReadyState());
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Owner->player->GetPSprite(ps_weapon)->SetState(SisterWeapon->GetReadyState());
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DepleteAmmo (bAltFire);
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Owner->player->refire = 0;
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S_StopSound (Owner, CHAN_WEAPON);
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@ -1298,7 +1298,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FirePhoenixPL2)
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player_t *player;
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APhoenixRod *flamethrower;
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if (NULL == (player = self->player))
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if (nullptr == (player = self->player))
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{
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return 0;
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}
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@ -1306,9 +1306,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_FirePhoenixPL2)
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soundid = "weapons/phoenixpowshoot";
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flamethrower = static_cast<APhoenixRod *> (player->ReadyWeapon);
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if (flamethrower == NULL || --flamethrower->FlameCount == 0)
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if (flamethrower == nullptr || --flamethrower->FlameCount == 0)
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{ // Out of flame
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P_SetPsprite (player, ps_weapon, flamethrower->FindState("Powerdown"));
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player->GetPSprite(ps_weapon)->SetState(flamethrower->FindState("Powerdown"));
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player->refire = 0;
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S_StopSound (self, CHAN_WEAPON);
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return 0;
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@ -58,7 +58,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheck)
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FTranslatedLineTarget t;
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PClassActor *puff;
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if (NULL == (player = self->player))
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if (nullptr == (player = self->player))
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{
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return 0;
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}
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@ -77,7 +77,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheck)
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if (t.linetarget)
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{
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P_LineAttack(pmo, angle, 1.5 * MELEERANGE, slope, damage, NAME_Melee, puff, false, &t);
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if (t.linetarget != NULL)
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if (t.linetarget != nullptr)
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{
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pmo->Angles.Yaw = t.angleFromSource;
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if (((t.linetarget->player && (!t.linetarget->IsTeammate(pmo) || level.teamdamage != 0)) || t.linetarget->flags3&MF3_ISMONSTER)
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@ -89,13 +89,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheck)
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{
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pmo->health = player->health = newLife;
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}
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if (weapon != NULL)
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if (weapon != nullptr)
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{
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FState * newstate = weapon->FindState("Drain");
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if (newstate != NULL) P_SetPsprite(player, ps_weapon, newstate);
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if (newstate != nullptr) player->GetPSprite(ps_weapon)->SetState(newstate);
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}
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}
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if (weapon != NULL)
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if (weapon != nullptr)
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{
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weapon->DepleteAmmo(weapon->bAltFire, false);
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}
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@ -187,7 +187,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheckBlink)
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{
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if (!--self->weaponspecial)
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{
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P_SetPsprite (self->player, ps_weapon, self->player->ReadyWeapon->FindState ("Blink"));
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self->player->GetPSprite(ps_weapon)->SetState(self->player->ReadyWeapon->FindState ("Blink"));
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self->weaponspecial = (pr_blink()+50)>>2;
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}
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else
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@ -70,13 +70,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckReady)
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player_t *player;
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if (NULL == (player = self->player))
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if (nullptr == (player = self->player))
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{
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return 0;
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}
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if (player->ReadyWeapon->Ammo1->Amount)
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{
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P_SetPsprite (player, ps_weapon, player->ReadyWeapon->FindState ("ReadyGlow"));
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player->GetPSprite(ps_weapon)->SetState(player->ReadyWeapon->FindState ("ReadyGlow"));
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}
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else
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{
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@ -97,13 +97,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckReadyG)
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player_t *player;
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if (NULL == (player = self->player))
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if (nullptr == (player = self->player))
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{
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return 0;
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}
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if (player->ReadyWeapon->Ammo1->Amount <= 0)
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{
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P_SetPsprite (player, ps_weapon, player->ReadyWeapon->FindState ("Ready"));
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player->GetPSprite(ps_weapon)->SetState(player->ReadyWeapon->FindState ("Ready"));
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}
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else
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{
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@ -124,13 +124,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckUp)
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player_t *player;
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if (NULL == (player = self->player))
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if (nullptr == (player = self->player))
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{
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return 0;
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}
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if (player->ReadyWeapon->Ammo1->Amount)
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{
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P_SetPsprite (player, ps_weapon, player->ReadyWeapon->FindState ("SelectGlow"));
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player->GetPSprite(ps_weapon)->SetState(player->ReadyWeapon->FindState ("SelectGlow"));
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}
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else
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{
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@ -151,13 +151,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckUpG)
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player_t *player;
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if (NULL == (player = self->player))
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if (nullptr == (player = self->player))
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{
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return 0;
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}
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if (player->ReadyWeapon->Ammo1->Amount <= 0)
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{
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P_SetPsprite (player, ps_weapon, player->ReadyWeapon->FindState ("Select"));
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player->GetPSprite(ps_weapon)->SetState(player->ReadyWeapon->FindState ("Select"));
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}
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else
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{
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@ -178,13 +178,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckAtk)
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player_t *player;
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if (NULL == (player = self->player))
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if (nullptr == (player = self->player))
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{
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return 0;
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}
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if (player->ReadyWeapon->Ammo1->Amount)
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{
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P_SetPsprite (player, ps_weapon, player->ReadyWeapon->FindState ("FireGlow"));
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player->GetPSprite(ps_weapon)->SetState(player->ReadyWeapon->FindState ("FireGlow"));
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}
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return 0;
|
||||
}
|
||||
|
@ -210,7 +210,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeAttack)
|
|||
PClassActor *pufftype;
|
||||
FTranslatedLineTarget t;
|
||||
|
||||
if (NULL == (player = self->player))
|
||||
if (nullptr == (player = self->player))
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
@ -241,7 +241,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeAttack)
|
|||
if (t.linetarget)
|
||||
{
|
||||
P_LineAttack(pmo, angle, AXERANGE, slope, damage, NAME_Melee, pufftype, true, &t);
|
||||
if (t.linetarget != NULL)
|
||||
if (t.linetarget != nullptr)
|
||||
{
|
||||
if (t.linetarget->flags3&MF3_ISMONSTER || t.linetarget->player)
|
||||
{
|
||||
|
@ -265,15 +265,15 @@ axedone:
|
|||
if (useMana == 2)
|
||||
{
|
||||
AWeapon *weapon = player->ReadyWeapon;
|
||||
if (weapon != NULL)
|
||||
if (weapon != nullptr)
|
||||
{
|
||||
weapon->DepleteAmmo (weapon->bAltFire, false);
|
||||
|
||||
if ((weapon->Ammo1 == NULL || weapon->Ammo1->Amount == 0) &&
|
||||
if ((weapon->Ammo1 == nullptr || weapon->Ammo1->Amount == 0) &&
|
||||
(!(weapon->WeaponFlags & WIF_PRIMARY_USES_BOTH) ||
|
||||
weapon->Ammo2 == NULL || weapon->Ammo2->Amount == 0))
|
||||
weapon->Ammo2 == nullptr || weapon->Ammo2->Amount == 0))
|
||||
{
|
||||
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->FindState ("Fire") + 5);
|
||||
player->GetPSprite(ps_weapon)->SetState(player->ReadyWeapon->FindState ("Fire") + 5);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -105,7 +105,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FPunchAttack)
|
|||
int i;
|
||||
player_t *player;
|
||||
|
||||
if (NULL == (player = self->player))
|
||||
if (nullptr == (player = self->player))
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
@ -120,7 +120,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FPunchAttack)
|
|||
if (pmo->weaponspecial >= 3)
|
||||
{
|
||||
pmo->weaponspecial = 0;
|
||||
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->FindState("Fire2"));
|
||||
player->GetPSprite(ps_weapon)->SetState(player->ReadyWeapon->FindState("Fire2"));
|
||||
S_Sound (pmo, CHAN_VOICE, "*fistgrunt", 1, ATTN_NORM);
|
||||
}
|
||||
return 0;
|
||||
|
|
|
@ -37,9 +37,9 @@ void APigPlayer::MorphPlayerThink ()
|
|||
}
|
||||
if(Vel.X == 0 && Vel.Y == 0 && pr_pigplayerthink() < 64)
|
||||
{ // Snout sniff
|
||||
if (player->ReadyWeapon != NULL)
|
||||
if (player->ReadyWeapon != nullptr)
|
||||
{
|
||||
P_SetPsprite(player, ps_weapon, player->ReadyWeapon->FindState("Grunt"));
|
||||
player->GetPSprite(ps_weapon)->SetState(player->ReadyWeapon->FindState("Grunt"));
|
||||
}
|
||||
S_Sound (this, CHAN_VOICE, "PigActive1", 1, ATTN_NORM); // snort
|
||||
return;
|
||||
|
|
|
@ -1109,17 +1109,17 @@ void APowerWeaponLevel2::InitEffect ()
|
|||
|
||||
Super::InitEffect();
|
||||
|
||||
if (Owner->player == NULL)
|
||||
if (Owner->player == nullptr)
|
||||
return;
|
||||
|
||||
weapon = Owner->player->ReadyWeapon;
|
||||
|
||||
if (weapon == NULL)
|
||||
if (weapon == nullptr)
|
||||
return;
|
||||
|
||||
sister = weapon->SisterWeapon;
|
||||
|
||||
if (sister == NULL)
|
||||
if (sister == nullptr)
|
||||
return;
|
||||
|
||||
if (!(sister->WeaponFlags & WIF_POWERED_UP))
|
||||
|
@ -1131,7 +1131,7 @@ void APowerWeaponLevel2::InitEffect ()
|
|||
|
||||
if (weapon->GetReadyState() != sister->GetReadyState())
|
||||
{
|
||||
P_SetPsprite (Owner->player, ps_weapon, sister->GetReadyState());
|
||||
Owner->player->GetPSprite(ps_weapon)->SetState(sister->GetReadyState());
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1298,22 +1298,22 @@ void APowerTargeter::InitEffect ()
|
|||
|
||||
Super::InitEffect();
|
||||
|
||||
if ((player = Owner->player) == NULL)
|
||||
if ((player = Owner->player) == nullptr)
|
||||
return;
|
||||
|
||||
FState *state = FindState("Targeter");
|
||||
|
||||
if (state != NULL)
|
||||
if (state != nullptr)
|
||||
{
|
||||
P_SetPsprite (player, ps_targetcenter, state + 0);
|
||||
P_SetPsprite (player, ps_targetleft, state + 1);
|
||||
P_SetPsprite (player, ps_targetright, state + 2);
|
||||
player->GetPSprite(ps_targetcenter)->SetState(state + 0);
|
||||
player->GetPSprite(ps_targetleft)->SetState(state + 1);
|
||||
player->GetPSprite(ps_targetright)->SetState(state + 2);
|
||||
}
|
||||
|
||||
player->psprites[ps_targetcenter].sx = (160-3);
|
||||
player->psprites[ps_targetcenter].sy =
|
||||
player->psprites[ps_targetleft].sy =
|
||||
player->psprites[ps_targetright].sy = (100-3);
|
||||
player->GetPSprite(ps_targetcenter)->x = (160-3);
|
||||
player->GetPSprite(ps_targetcenter)->y =
|
||||
player->GetPSprite(ps_targetleft)->y =
|
||||
player->GetPSprite(ps_targetright)->y = (100-3);
|
||||
PositionAccuracy ();
|
||||
}
|
||||
|
||||
|
@ -1333,7 +1333,7 @@ void APowerTargeter::DoEffect ()
|
|||
{
|
||||
Super::DoEffect ();
|
||||
|
||||
if (Owner != NULL && Owner->player != NULL)
|
||||
if (Owner != nullptr && Owner->player != nullptr)
|
||||
{
|
||||
player_t *player = Owner->player;
|
||||
|
||||
|
@ -1342,17 +1342,17 @@ void APowerTargeter::DoEffect ()
|
|||
{
|
||||
FState *state = FindState("Targeter");
|
||||
|
||||
if (state != NULL)
|
||||
if (state != nullptr)
|
||||
{
|
||||
if (EffectTics & 32)
|
||||
{
|
||||
P_SetPsprite (player, ps_targetright, NULL);
|
||||
P_SetPsprite (player, ps_targetleft, state+1);
|
||||
player->GetPSprite(ps_targetright)->SetState(nullptr);
|
||||
player->GetPSprite(ps_targetleft)->SetState(state + 1);
|
||||
}
|
||||
else if (EffectTics & 16)
|
||||
{
|
||||
P_SetPsprite (player, ps_targetright, state+2);
|
||||
P_SetPsprite (player, ps_targetleft, NULL);
|
||||
player->GetPSprite(ps_targetright)->SetState(state + 2);
|
||||
player->GetPSprite(ps_targetleft)->SetState(nullptr);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1362,11 +1362,11 @@ void APowerTargeter::DoEffect ()
|
|||
void APowerTargeter::EndEffect ()
|
||||
{
|
||||
Super::EndEffect();
|
||||
if (Owner != NULL && Owner->player != NULL)
|
||||
if (Owner != nullptr && Owner->player != nullptr)
|
||||
{
|
||||
P_SetPsprite (Owner->player, ps_targetcenter, NULL);
|
||||
P_SetPsprite (Owner->player, ps_targetleft, NULL);
|
||||
P_SetPsprite (Owner->player, ps_targetright, NULL);
|
||||
Owner->player->GetPSprite(ps_targetcenter)->SetState(nullptr);
|
||||
Owner->player->GetPSprite(ps_targetleft)->SetState(nullptr);
|
||||
Owner->player->GetPSprite(ps_targetright)->SetState(nullptr);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1374,10 +1374,10 @@ void APowerTargeter::PositionAccuracy ()
|
|||
{
|
||||
player_t *player = Owner->player;
|
||||
|
||||
if (player != NULL)
|
||||
if (player != nullptr)
|
||||
{
|
||||
player->psprites[ps_targetleft].sx = (160-3) - ((100 - player->mo->accuracy));
|
||||
player->psprites[ps_targetright].sx = (160-3)+ ((100 - player->mo->accuracy));
|
||||
player->GetPSprite(ps_targetleft)->x = (160-3) - ((100 - player->mo->accuracy));
|
||||
player->GetPSprite(ps_targetright)->x = (160-3)+ ((100 - player->mo->accuracy));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -608,15 +608,18 @@ bool AWeapon::DepleteAmmo (bool altFire, bool checkEnough, int ammouse)
|
|||
|
||||
void AWeapon::PostMorphWeapon ()
|
||||
{
|
||||
if (Owner == NULL)
|
||||
DPSprite *pspr;
|
||||
if (Owner == nullptr)
|
||||
{
|
||||
return;
|
||||
}
|
||||
Owner->player->PendingWeapon = WP_NOCHANGE;
|
||||
Owner->player->ReadyWeapon = this;
|
||||
Owner->player->psprites[ps_weapon].sy = WEAPONBOTTOM;
|
||||
Owner->player->refire = 0;
|
||||
P_SetPsprite (Owner->player, ps_weapon, GetUpState());
|
||||
|
||||
pspr = Owner->player->GetPSprite(ps_weapon);
|
||||
pspr->y = WEAPONBOTTOM;
|
||||
pspr->SetState(GetUpState());
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
|
|
@ -350,11 +350,11 @@ DEFINE_ACTION_FUNCTION(AActor, A_ItBurnsItBurns)
|
|||
|
||||
S_Sound (self, CHAN_VOICE, "human/imonfire", 1, ATTN_NORM);
|
||||
|
||||
if (self->player != NULL && self->player->mo == self)
|
||||
if (self->player != nullptr && self->player->mo == self)
|
||||
{
|
||||
P_SetPsprite (self->player, ps_weapon, self->FindState("FireHands"));
|
||||
P_SetPsprite (self->player, ps_flash, NULL);
|
||||
self->player->ReadyWeapon = NULL;
|
||||
self->player->GetPSprite(ps_weapon)->SetState(self->FindState("FireHands"));
|
||||
self->player->GetPSprite(ps_flash)->SetState(nullptr);
|
||||
self->player->ReadyWeapon = nullptr;
|
||||
self->player->PendingWeapon = WP_NOCHANGE;
|
||||
self->player->playerstate = PST_LIVE;
|
||||
self->player->extralight = 3;
|
||||
|
@ -376,12 +376,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_CrispyPlayer)
|
|||
{
|
||||
PARAM_ACTION_PROLOGUE;
|
||||
|
||||
if (self->player != NULL && self->player->mo == self)
|
||||
if (self->player != nullptr && self->player->mo == self)
|
||||
{
|
||||
self->player->playerstate = PST_DEAD;
|
||||
P_SetPsprite (self->player, ps_weapon,
|
||||
self->player->psprites[ps_weapon].state +
|
||||
(self->FindState("FireHandsLower") - self->FindState("FireHands")));
|
||||
|
||||
DPSprite *psp;
|
||||
psp = self->player->GetPSprite(ps_weapon);
|
||||
psp->SetState(psp->GetState() + (self->FindState("FireHandsLower") - self->FindState("FireHands")));
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
@ -390,13 +391,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_HandLower)
|
|||
{
|
||||
PARAM_ACTION_PROLOGUE;
|
||||
|
||||
if (self->player != NULL)
|
||||
if (self->player != nullptr)
|
||||
{
|
||||
pspdef_t *psp = &self->player->psprites[ps_weapon];
|
||||
psp->sy += 9;
|
||||
if (psp->sy > WEAPONBOTTOM*2)
|
||||
DPSprite *psp = self->player->GetPSprite(ps_weapon);
|
||||
psp->y += 9;
|
||||
if (psp->y > WEAPONBOTTOM*2)
|
||||
{
|
||||
P_SetPsprite (self->player, ps_weapon, NULL);
|
||||
psp->SetState(nullptr);
|
||||
}
|
||||
if (self->player->extralight > 0) self->player->extralight--;
|
||||
}
|
||||
|
|
|
@ -216,10 +216,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_ClearFlash)
|
|||
|
||||
player_t *player = self->player;
|
||||
|
||||
if (player == NULL)
|
||||
if (player == nullptr)
|
||||
return 0;
|
||||
|
||||
P_SetPsprite (player, ps_flash, NULL);
|
||||
player->GetPSprite(ps_flash)->SetState(nullptr);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -233,9 +233,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_ShowElectricFlash)
|
|||
{
|
||||
PARAM_ACTION_PROLOGUE;
|
||||
|
||||
if (self->player != NULL)
|
||||
if (self->player != nullptr)
|
||||
{
|
||||
P_SetPsprite (self->player, ps_flash, self->player->ReadyWeapon->FindState(NAME_Flash));
|
||||
self->player->GetPSprite(ps_flash)->SetState(self->player->ReadyWeapon->FindState(NAME_Flash));
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
@ -498,10 +498,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireMauler2Pre)
|
|||
|
||||
S_Sound (self, CHAN_WEAPON, "weapons/mauler2charge", 1, ATTN_NORM);
|
||||
|
||||
if (self->player != NULL)
|
||||
if (self->player != nullptr)
|
||||
{
|
||||
self->player->psprites[ps_weapon].sx += pr_mauler2.Random2() / 64.;
|
||||
self->player->psprites[ps_weapon].sy += pr_mauler2.Random2() / 64.;
|
||||
self->player->GetPSprite(ps_weapon)->x += pr_mauler2.Random2() / 64.;
|
||||
self->player->GetPSprite(ps_weapon)->y += pr_mauler2.Random2() / 64.;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
@ -698,24 +698,23 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireGrenade)
|
|||
DAngle an;
|
||||
AWeapon *weapon;
|
||||
|
||||
if (player == NULL || grenadetype == NULL)
|
||||
if (player == nullptr || grenadetype == nullptr)
|
||||
return 0;
|
||||
|
||||
if ((weapon = player->ReadyWeapon) == NULL)
|
||||
if ((weapon = player->ReadyWeapon) == nullptr)
|
||||
return 0;
|
||||
|
||||
if (!weapon->DepleteAmmo (weapon->bAltFire))
|
||||
return 0;
|
||||
|
||||
P_SetPsprite (player, ps_flash, flash);
|
||||
self->player->psprites[ps_flash].processPending = true;
|
||||
player->GetPSprite(ps_flash)->SetState(flash, true);
|
||||
|
||||
if (grenadetype != NULL)
|
||||
if (grenadetype != nullptr)
|
||||
{
|
||||
self->AddZ(32);
|
||||
grenade = P_SpawnSubMissile (self, grenadetype, self);
|
||||
self->AddZ(-32);
|
||||
if (grenade == NULL)
|
||||
if (grenade == nullptr)
|
||||
return 0;
|
||||
|
||||
if (grenade->SeeSound != 0)
|
||||
|
@ -849,15 +848,16 @@ DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilView)
|
|||
{
|
||||
PARAM_ACTION_PROLOGUE;
|
||||
|
||||
DPSprite *pspr;
|
||||
int pieces;
|
||||
|
||||
if (self->player == NULL)
|
||||
if (self->player == nullptr)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
pieces = static_cast<ASigil*>(self->player->ReadyWeapon)->NumPieces;
|
||||
P_SetPsprite (self->player, ps_weapon,
|
||||
self->player->psprites[ps_weapon].state + pieces);
|
||||
pspr = self->player->GetPSprite(ps_weapon);
|
||||
pspr->SetState(pspr->GetState() + pieces);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -875,9 +875,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilDown)
|
|||
{
|
||||
PARAM_ACTION_PROLOGUE;
|
||||
|
||||
DPSprite *pspr;
|
||||
int pieces;
|
||||
|
||||
if (self->player == NULL)
|
||||
if (self->player == nullptr)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
@ -887,8 +888,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilDown)
|
|||
{
|
||||
pieces = static_cast<ASigil*>(self->player->ReadyWeapon)->NumPieces;
|
||||
}
|
||||
P_SetPsprite (self->player, ps_weapon,
|
||||
self->player->psprites[ps_weapon].state + pieces);
|
||||
pspr = self->player->GetPSprite(ps_weapon);
|
||||
pspr->SetState(pspr->GetState() + pieces);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -904,15 +905,16 @@ DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilAttack)
|
|||
{
|
||||
PARAM_ACTION_PROLOGUE;
|
||||
|
||||
DPSprite *pspr;
|
||||
int pieces;
|
||||
|
||||
if (self->player == NULL)
|
||||
if (self->player == nullptr)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
pieces = static_cast<ASigil*>(self->player->ReadyWeapon)->NumPieces;
|
||||
P_SetPsprite (self->player, ps_weapon,
|
||||
self->player->psprites[ps_weapon].state + 4*pieces - 3);
|
||||
pspr = self->player->GetPSprite(ps_weapon);
|
||||
pspr->SetState(pspr->GetState() + 4*pieces - 3);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
|
|
@ -314,7 +314,7 @@ void cht_DoCheat (player_t *player, int cheat)
|
|||
|
||||
// [GRB]
|
||||
case CHT_RESSURECT:
|
||||
if (player->playerstate != PST_LIVE && player->mo != NULL)
|
||||
if (player->playerstate != PST_LIVE && player->mo != nullptr)
|
||||
{
|
||||
if (player->mo->IsKindOf(RUNTIME_CLASS(APlayerChunk)))
|
||||
{
|
||||
|
@ -343,9 +343,9 @@ void cht_DoCheat (player_t *player, int cheat)
|
|||
player->mo->Translation = TRANSLATION(TRANSLATION_Players, BYTE(player-players));
|
||||
}
|
||||
player->mo->DamageType = NAME_None;
|
||||
if (player->ReadyWeapon != NULL)
|
||||
if (player->ReadyWeapon != nullptr)
|
||||
{
|
||||
P_SetPsprite(player, ps_weapon, player->ReadyWeapon->GetUpState());
|
||||
player->GetPSprite(ps_weapon)->SetState(player->ReadyWeapon->GetUpState());
|
||||
}
|
||||
|
||||
if (player->morphTics > 0)
|
||||
|
@ -932,10 +932,10 @@ void cht_Take (player_t *player, const char *name, int amount)
|
|||
if (weapon)
|
||||
weapon->Destroy ();
|
||||
|
||||
player->ReadyWeapon = NULL;
|
||||
player->ReadyWeapon = nullptr;
|
||||
player->PendingWeapon = WP_NOCHANGE;
|
||||
player->psprites[ps_weapon].state = NULL;
|
||||
player->psprites[ps_flash].state = NULL;
|
||||
player->GetPSprite(ps_weapon)->SetState(nullptr);
|
||||
player->GetPSprite(ps_flash)->SetState(nullptr);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -75,7 +75,6 @@ extern int bmapnegy;
|
|||
// P_PSPR
|
||||
//
|
||||
void P_SetupPsprites (player_t* curplayer, bool startweaponup);
|
||||
void P_MovePsprites (player_t* curplayer);
|
||||
void P_DropWeapon (player_t* player);
|
||||
|
||||
|
||||
|
|
|
@ -997,12 +997,12 @@ void AActor::ClearInventory()
|
|||
invp = &inv->Inventory;
|
||||
}
|
||||
}
|
||||
if (player != NULL)
|
||||
if (player != nullptr)
|
||||
{
|
||||
player->ReadyWeapon = NULL;
|
||||
player->ReadyWeapon = nullptr;
|
||||
player->PendingWeapon = WP_NOCHANGE;
|
||||
player->psprites[ps_weapon].state = NULL;
|
||||
player->psprites[ps_flash].state = NULL;
|
||||
player->GetPSprite(ps_weapon)->SetState(nullptr);
|
||||
player->GetPSprite(ps_flash)->SetState(nullptr);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
477
src/p_pspr.cpp
477
src/p_pspr.cpp
|
@ -93,25 +93,92 @@ static const FGenericButtons ButtonChecks[] =
|
|||
|
||||
// CODE --------------------------------------------------------------------
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//------------------------------------------------------------------------
|
||||
|
||||
IMPLEMENT_POINTY_CLASS(DPSprite)
|
||||
DECLARE_POINTER(Caller)
|
||||
DECLARE_POINTER(Next)
|
||||
END_POINTERS
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//------------------------------------------------------------------------
|
||||
|
||||
DPSprite::DPSprite(player_t *owner, AInventory *caller, int id)
|
||||
: processPending(true), firstTic(true), Owner(owner), Caller(caller), ID(id)
|
||||
{
|
||||
DPSprite **prev = &Owner->psprites;
|
||||
while (*prev && (*prev)->ID < ID)
|
||||
prev = &(*prev)->Next;
|
||||
|
||||
Next = *prev;
|
||||
*prev = this;
|
||||
|
||||
if (Next && Next->ID == ID && ID != 0)
|
||||
Next->Destroy(); // Replace it.
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//------------------------------------------------------------------------
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
return pspr;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// PROC P_NewPspriteTick
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void P_NewPspriteTick()
|
||||
void DPSprite::NewTick()
|
||||
{
|
||||
// This function should be called after the beginning of a tick, before any possible
|
||||
// prprite-event, or near the end, after any possible psprite event.
|
||||
// Because data is reset for every tick (which it must be) this has no impact on savegames.
|
||||
for (int i = 0; i<MAXPLAYERS; i++)
|
||||
for (int i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
if (playeringame[i])
|
||||
{
|
||||
pspdef_t *pspdef = players[i].psprites;
|
||||
for (int j = 0;j < NUMPSPRITES; j++)
|
||||
DPSprite *pspr = players[i].psprites;
|
||||
while (pspr)
|
||||
{
|
||||
pspdef[j].processPending = true;
|
||||
pspr->processPending = true;
|
||||
|
||||
pspr = pspr->Next;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -123,79 +190,85 @@ void P_NewPspriteTick()
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void P_SetPsprite (player_t *player, int position, FState *state, bool nofunction)
|
||||
void DPSprite::SetState(FState *newstate, bool pending)
|
||||
{
|
||||
pspdef_t *psp;
|
||||
|
||||
if (position == ps_weapon && !nofunction)
|
||||
if (ID == ps_weapon)
|
||||
{ // A_WeaponReady will re-set these as needed
|
||||
player->WeaponState &= ~(WF_WEAPONREADY | WF_WEAPONREADYALT | WF_WEAPONBOBBING | WF_WEAPONSWITCHOK | WF_WEAPONRELOADOK | WF_WEAPONZOOMOK |
|
||||
Owner->WeaponState &= ~(WF_WEAPONREADY | WF_WEAPONREADYALT | WF_WEAPONBOBBING | WF_WEAPONSWITCHOK | WF_WEAPONRELOADOK | WF_WEAPONZOOMOK |
|
||||
WF_USER1OK | WF_USER2OK | WF_USER3OK | WF_USER4OK);
|
||||
}
|
||||
|
||||
psp = &player->psprites[position];
|
||||
psp->processPending = false; // Do not subsequently perform periodic processing within the same tick.
|
||||
// Special handling for the old hardcoded layers.
|
||||
if (ID > 0 && ID < NUMPSPRITES)
|
||||
Caller = Owner->ReadyWeapon;
|
||||
|
||||
processPending = pending;
|
||||
|
||||
do
|
||||
{
|
||||
if (state == NULL)
|
||||
if (newstate == nullptr)
|
||||
{ // Object removed itself.
|
||||
psp->state = NULL;
|
||||
break;
|
||||
Destroy();
|
||||
return;
|
||||
}
|
||||
psp->state = state;
|
||||
State = newstate;
|
||||
|
||||
if (state->sprite != SPR_FIXED)
|
||||
if (newstate->sprite != SPR_FIXED)
|
||||
{ // okay to change sprite and/or frame
|
||||
if (!state->GetSameFrame())
|
||||
if (!newstate->GetSameFrame())
|
||||
{ // okay to change frame
|
||||
psp->frame = state->GetFrame();
|
||||
Frame = newstate->GetFrame();
|
||||
}
|
||||
if (state->sprite != SPR_NOCHANGE)
|
||||
if (newstate->sprite != SPR_NOCHANGE)
|
||||
{ // okay to change sprite
|
||||
psp->sprite = state->sprite;
|
||||
Sprite = newstate->sprite;
|
||||
}
|
||||
}
|
||||
|
||||
Tics = newstate->GetTics(); // could be 0
|
||||
|
||||
if (sv_fastweapons == 2 && position == ps_weapon)
|
||||
psp->tics = state->ActionFunc == NULL ? 0 : 1;
|
||||
else if (sv_fastweapons == 3)
|
||||
psp->tics = (state->GetTics() != 0);
|
||||
else if (sv_fastweapons)
|
||||
psp->tics = 1; // great for producing decals :)
|
||||
else
|
||||
psp->tics = state->GetTics(); // could be 0
|
||||
if ((ID > 0 && ID < NUMPSPRITES) || Caller->IsKindOf(RUNTIME_CLASS(AWeapon)))
|
||||
{ // The targeter layers are affected by this too.
|
||||
if (sv_fastweapons == 2 && ID == ps_weapon)
|
||||
Tics = newstate->ActionFunc == nullptr ? 0 : 1;
|
||||
else if (sv_fastweapons == 3)
|
||||
Tics = (newstate->GetTics() != 0);
|
||||
else if (sv_fastweapons)
|
||||
Tics = 1; // great for producing decals :)
|
||||
}
|
||||
|
||||
if (state->GetMisc1())
|
||||
if (newstate->GetMisc1())
|
||||
{ // Set coordinates.
|
||||
psp->sx = state->GetMisc1();
|
||||
x = newstate->GetMisc1();
|
||||
}
|
||||
if (state->GetMisc2())
|
||||
if (newstate->GetMisc2())
|
||||
{
|
||||
psp->sy = state->GetMisc2();
|
||||
y = newstate->GetMisc2();
|
||||
}
|
||||
|
||||
if (!nofunction && player->mo != NULL)
|
||||
if (Owner->mo != nullptr)
|
||||
{
|
||||
FState *newstate;
|
||||
if (state->CallAction(player->mo, player->ReadyWeapon, &newstate))
|
||||
FState *nextstate;
|
||||
if (newstate->CallAction(Owner->mo, Caller, &nextstate))
|
||||
{
|
||||
if (newstate != NULL)
|
||||
if (nextstate != nullptr)
|
||||
{
|
||||
state = newstate;
|
||||
psp->tics = 0;
|
||||
newstate = nextstate;
|
||||
Tics = 0;
|
||||
continue;
|
||||
}
|
||||
if (psp->state == NULL)
|
||||
if (State == nullptr)
|
||||
{
|
||||
break;
|
||||
Destroy();
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
state = psp->state->GetNextState();
|
||||
} while (!psp->tics); // An initial state of 0 could cycle through.
|
||||
newstate = State->GetNextState();
|
||||
} while (!Tics); // An initial state of 0 could cycle through.
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
@ -211,13 +284,14 @@ void P_BringUpWeapon (player_t *player)
|
|||
{
|
||||
FState *newstate;
|
||||
AWeapon *weapon;
|
||||
DPSprite *psweapon = player->GetPSprite(ps_weapon);
|
||||
|
||||
if (player->PendingWeapon == WP_NOCHANGE)
|
||||
{
|
||||
if (player->ReadyWeapon != NULL)
|
||||
if (player->ReadyWeapon != nullptr)
|
||||
{
|
||||
player->psprites[ps_weapon].sy = WEAPONTOP;
|
||||
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetReadyState());
|
||||
psweapon->y = WEAPONTOP;
|
||||
psweapon->SetState(player->ReadyWeapon->GetReadyState());
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
@ -226,7 +300,7 @@ void P_BringUpWeapon (player_t *player)
|
|||
|
||||
// If the player has a tome of power, use this weapon's powered up
|
||||
// version, if one is available.
|
||||
if (weapon != NULL &&
|
||||
if (weapon != nullptr &&
|
||||
weapon->SisterWeapon &&
|
||||
weapon->SisterWeapon->WeaponFlags & WIF_POWERED_UP &&
|
||||
player->mo->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2), true))
|
||||
|
@ -234,7 +308,7 @@ void P_BringUpWeapon (player_t *player)
|
|||
weapon = weapon->SisterWeapon;
|
||||
}
|
||||
|
||||
if (weapon != NULL)
|
||||
if (weapon != nullptr)
|
||||
{
|
||||
if (weapon->UpSound)
|
||||
{
|
||||
|
@ -245,20 +319,19 @@ void P_BringUpWeapon (player_t *player)
|
|||
}
|
||||
else
|
||||
{
|
||||
newstate = NULL;
|
||||
newstate = nullptr;
|
||||
}
|
||||
player->PendingWeapon = WP_NOCHANGE;
|
||||
player->ReadyWeapon = weapon;
|
||||
player->psprites[ps_weapon].sy = player->cheats & CF_INSTANTWEAPSWITCH
|
||||
psweapon->y = player->cheats & CF_INSTANTWEAPSWITCH
|
||||
? WEAPONTOP : WEAPONBOTTOM;
|
||||
psweapon->SetState(newstate);
|
||||
// make sure that the previous weapon's flash state is terminated.
|
||||
// When coming here from a weapon drop it may still be active.
|
||||
P_SetPsprite(player, ps_flash, NULL);
|
||||
P_SetPsprite (player, ps_weapon, newstate);
|
||||
player->GetPSprite(ps_flash)->SetState(nullptr);
|
||||
player->mo->weaponspecial = 0;
|
||||
}
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// PROC P_FireWeapon
|
||||
|
@ -271,24 +344,24 @@ void P_FireWeapon (player_t *player, FState *state)
|
|||
|
||||
// [SO] 9/2/02: People were able to do an awful lot of damage
|
||||
// when they were observers...
|
||||
if (player->Bot == NULL && bot_observer)
|
||||
if (player->Bot == nullptr && bot_observer)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
weapon = player->ReadyWeapon;
|
||||
if (weapon == NULL || !weapon->CheckAmmo (AWeapon::PrimaryFire, true))
|
||||
if (weapon == nullptr || !weapon->CheckAmmo (AWeapon::PrimaryFire, true))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
player->mo->PlayAttacking ();
|
||||
weapon->bAltFire = false;
|
||||
if (state == NULL)
|
||||
if (state == nullptr)
|
||||
{
|
||||
state = weapon->GetAtkState(!!player->refire);
|
||||
}
|
||||
P_SetPsprite (player, ps_weapon, state);
|
||||
player->GetPSprite(ps_weapon)->SetState(state);
|
||||
if (!(weapon->WeaponFlags & WIF_NOALERT))
|
||||
{
|
||||
P_NoiseAlert (player->mo, player->mo, false);
|
||||
|
@ -307,13 +380,13 @@ void P_FireWeaponAlt (player_t *player, FState *state)
|
|||
|
||||
// [SO] 9/2/02: People were able to do an awful lot of damage
|
||||
// when they were observers...
|
||||
if (player->Bot == NULL && bot_observer)
|
||||
if (player->Bot == nullptr && bot_observer)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
weapon = player->ReadyWeapon;
|
||||
if (weapon == NULL || weapon->FindState(NAME_AltFire) == NULL || !weapon->CheckAmmo (AWeapon::AltFire, true))
|
||||
if (weapon == nullptr || weapon->FindState(NAME_AltFire) == nullptr || !weapon->CheckAmmo (AWeapon::AltFire, true))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
@ -321,12 +394,12 @@ void P_FireWeaponAlt (player_t *player, FState *state)
|
|||
player->mo->PlayAttacking ();
|
||||
weapon->bAltFire = true;
|
||||
|
||||
if (state == NULL)
|
||||
if (state == nullptr)
|
||||
{
|
||||
state = weapon->GetAltAtkState(!!player->refire);
|
||||
}
|
||||
|
||||
P_SetPsprite (player, ps_weapon, state);
|
||||
player->GetPSprite(ps_weapon)->SetState(state);
|
||||
if (!(weapon->WeaponFlags & WIF_NOALERT))
|
||||
{
|
||||
P_NoiseAlert (player->mo, player->mo, false);
|
||||
|
@ -343,15 +416,15 @@ void P_FireWeaponAlt (player_t *player, FState *state)
|
|||
|
||||
void P_DropWeapon (player_t *player)
|
||||
{
|
||||
if (player == NULL)
|
||||
if (player == nullptr)
|
||||
{
|
||||
return;
|
||||
}
|
||||
// Since the weapon is dropping, stop blocking switching.
|
||||
player->WeaponState &= ~WF_DISABLESWITCH;
|
||||
if (player->ReadyWeapon != NULL)
|
||||
if (player->ReadyWeapon != nullptr)
|
||||
{
|
||||
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetDownState());
|
||||
player->GetPSprite(ps_weapon)->SetState(player->ReadyWeapon->GetDownState());
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -367,7 +440,7 @@ void P_DropWeapon (player_t *player)
|
|||
//
|
||||
//============================================================================
|
||||
|
||||
void P_BobWeapon (player_t *player, pspdef_t *psp, float *x, float *y, double ticfrac)
|
||||
void P_BobWeapon (player_t *player, float *x, float *y, double ticfrac)
|
||||
{
|
||||
static float curbob;
|
||||
double xx[2], yy[2];
|
||||
|
@ -377,7 +450,7 @@ void P_BobWeapon (player_t *player, pspdef_t *psp, float *x, float *y, double ti
|
|||
|
||||
weapon = player->ReadyWeapon;
|
||||
|
||||
if (weapon == NULL || weapon->WeaponFlags & WIF_DONTBOB)
|
||||
if (weapon == nullptr || weapon->WeaponFlags & WIF_DONTBOB)
|
||||
{
|
||||
*x = *y = 0;
|
||||
return;
|
||||
|
@ -528,7 +601,7 @@ void DoReadyWeaponToFire (AActor *self, bool prim, bool alt)
|
|||
}
|
||||
|
||||
// Play ready sound, if any.
|
||||
if (weapon->ReadySound && player->psprites[ps_weapon].state == weapon->FindState(NAME_Ready))
|
||||
if (weapon->ReadySound && player->GetPSprite(ps_weapon)->GetState() == weapon->FindState(NAME_Ready))
|
||||
{
|
||||
if (!(weapon->WeaponFlags & WIF_READYSNDHALF) || pr_wpnreadysnd() < 128)
|
||||
{
|
||||
|
@ -547,8 +620,8 @@ void DoReadyWeaponToBob (AActor *self)
|
|||
{
|
||||
// Prepare for bobbing action.
|
||||
self->player->WeaponState |= WF_WEAPONBOBBING;
|
||||
self->player->psprites[ps_weapon].sx = 0;
|
||||
self->player->psprites[ps_weapon].sy = WEAPONTOP;
|
||||
self->player->GetPSprite(ps_weapon)->x = 0;
|
||||
self->player->GetPSprite(ps_weapon)->y = WEAPONTOP;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -673,12 +746,12 @@ void P_CheckWeaponSwitch (player_t *player)
|
|||
|
||||
static void P_CheckWeaponButtons (player_t *player)
|
||||
{
|
||||
if (player->Bot == NULL && bot_observer)
|
||||
if (player->Bot == nullptr && bot_observer)
|
||||
{
|
||||
return;
|
||||
}
|
||||
AWeapon *weapon = player->ReadyWeapon;
|
||||
if (weapon == NULL)
|
||||
if (weapon == nullptr)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
@ -693,11 +766,11 @@ static void P_CheckWeaponButtons (player_t *player)
|
|||
// [XA] don't change state if still null, so if the modder
|
||||
// sets WRF_xxx to true but forgets to define the corresponding
|
||||
// state, the weapon won't disappear. ;)
|
||||
if (state != NULL)
|
||||
if (state != nullptr)
|
||||
{
|
||||
P_SetPsprite(player, ps_weapon, state);
|
||||
player->GetPSprite(ps_weapon)->SetState(state);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -808,31 +881,31 @@ DEFINE_ACTION_FUNCTION(AInventory, A_WeaponOffset)
|
|||
}
|
||||
|
||||
player_t *player = self->player;
|
||||
pspdef_t *psp;
|
||||
DPSprite *psp;
|
||||
|
||||
if (player && (player->playerstate != PST_DEAD))
|
||||
{
|
||||
psp = &player->psprites[ps_weapon];
|
||||
psp = player->GetPSprite(ps_weapon);
|
||||
if (!(flags & WOF_KEEPX))
|
||||
{
|
||||
if (flags & WOF_ADD)
|
||||
{
|
||||
psp->sx += wx;
|
||||
psp->x += wx;
|
||||
}
|
||||
else
|
||||
{
|
||||
psp->sx = wx;
|
||||
psp->x = wx;
|
||||
}
|
||||
}
|
||||
if (!(flags & WOF_KEEPY))
|
||||
{
|
||||
if (flags & WOF_ADD)
|
||||
{
|
||||
psp->sy += wy;
|
||||
psp->y += wy;
|
||||
}
|
||||
else
|
||||
{
|
||||
psp->sy = wy;
|
||||
psp->y = wy;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -851,35 +924,35 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Lower)
|
|||
PARAM_ACTION_PROLOGUE;
|
||||
|
||||
player_t *player = self->player;
|
||||
pspdef_t *psp;
|
||||
DPSprite *psp;
|
||||
|
||||
if (NULL == player)
|
||||
if (nullptr == player)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
psp = &player->psprites[ps_weapon];
|
||||
psp = player->GetPSprite(ps_weapon);
|
||||
if (player->morphTics || player->cheats & CF_INSTANTWEAPSWITCH)
|
||||
{
|
||||
psp->sy = WEAPONBOTTOM;
|
||||
psp->y = WEAPONBOTTOM;
|
||||
}
|
||||
else
|
||||
{
|
||||
psp->sy += LOWERSPEED;
|
||||
psp->y += LOWERSPEED;
|
||||
}
|
||||
if (psp->sy < WEAPONBOTTOM)
|
||||
if (psp->y < WEAPONBOTTOM)
|
||||
{ // Not lowered all the way yet
|
||||
return 0;
|
||||
}
|
||||
if (player->playerstate == PST_DEAD)
|
||||
{ // Player is dead, so don't bring up a pending weapon
|
||||
psp->sy = WEAPONBOTTOM;
|
||||
psp->y = WEAPONBOTTOM;
|
||||
|
||||
// Player is dead, so keep the weapon off screen
|
||||
P_SetPsprite (player, ps_weapon, NULL);
|
||||
psp->SetState(nullptr);
|
||||
return 0;
|
||||
}
|
||||
// [RH] Clear the flash state. Only needed for Strife.
|
||||
P_SetPsprite (player, ps_flash, NULL);
|
||||
player->GetPSprite(ps_flash)->SetState(nullptr);
|
||||
P_BringUpWeapon (player);
|
||||
return 0;
|
||||
}
|
||||
|
@ -894,14 +967,14 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Raise)
|
|||
{
|
||||
PARAM_ACTION_PROLOGUE;
|
||||
|
||||
if (self == NULL)
|
||||
if (self == nullptr)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
player_t *player = self->player;
|
||||
pspdef_t *psp;
|
||||
DPSprite *psp;
|
||||
|
||||
if (NULL == player)
|
||||
if (nullptr == player)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
@ -910,20 +983,20 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Raise)
|
|||
P_DropWeapon(player);
|
||||
return 0;
|
||||
}
|
||||
psp = &player->psprites[ps_weapon];
|
||||
psp->sy -= RAISESPEED;
|
||||
if (psp->sy > WEAPONTOP)
|
||||
psp = player->GetPSprite(ps_weapon);
|
||||
psp->y -= RAISESPEED;
|
||||
if (psp->y > WEAPONTOP)
|
||||
{ // Not raised all the way yet
|
||||
return 0;
|
||||
}
|
||||
psp->sy = WEAPONTOP;
|
||||
if (player->ReadyWeapon != NULL)
|
||||
psp->y = WEAPONTOP;
|
||||
if (player->ReadyWeapon != nullptr)
|
||||
{
|
||||
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetReadyState());
|
||||
psp->SetState(player->ReadyWeapon->GetReadyState());
|
||||
}
|
||||
else
|
||||
{
|
||||
player->psprites[ps_weapon].state = NULL;
|
||||
psp->SetState(nullptr);
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
@ -942,12 +1015,12 @@ enum GF_Flags
|
|||
DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_GunFlash)
|
||||
{
|
||||
PARAM_ACTION_PROLOGUE;
|
||||
PARAM_STATE_OPT(flash) { flash = NULL; }
|
||||
PARAM_STATE_OPT(flash) { flash = nullptr; }
|
||||
PARAM_INT_OPT (flags) { flags = 0; }
|
||||
|
||||
player_t *player = self->player;
|
||||
|
||||
if (NULL == player)
|
||||
if (nullptr == player)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
@ -955,18 +1028,18 @@ DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_GunFlash)
|
|||
{
|
||||
player->mo->PlayAttacking2 ();
|
||||
}
|
||||
if (flash == NULL)
|
||||
if (flash == nullptr)
|
||||
{
|
||||
if (player->ReadyWeapon->bAltFire)
|
||||
{
|
||||
flash = player->ReadyWeapon->FindState(NAME_AltFlash);
|
||||
}
|
||||
if (flash == NULL)
|
||||
if (flash == nullptr)
|
||||
{
|
||||
flash = player->ReadyWeapon->FindState(NAME_Flash);
|
||||
}
|
||||
}
|
||||
P_SetPsprite (player, ps_flash, flash);
|
||||
player->GetPSprite(ps_flash)->SetState(flash);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -1084,13 +1157,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_Light)
|
|||
|
||||
void P_SetupPsprites(player_t *player, bool startweaponup)
|
||||
{
|
||||
int i;
|
||||
|
||||
// Remove all psprites
|
||||
for (i = 0; i < NUMPSPRITES; i++)
|
||||
{
|
||||
player->psprites[i].state = NULL;
|
||||
}
|
||||
player->DestroyPSprites();
|
||||
|
||||
// Spawn the ready weapon
|
||||
player->PendingWeapon = !startweaponup ? player->ReadyWeapon : WP_NOCHANGE;
|
||||
P_BringUpWeapon (player);
|
||||
|
@ -1104,61 +1173,167 @@ void P_SetupPsprites(player_t *player, bool startweaponup)
|
|||
//
|
||||
//------------------------------------------------------------------------
|
||||
|
||||
void P_MovePsprites (player_t *player)
|
||||
void player_t::TickPSprites()
|
||||
{
|
||||
int i;
|
||||
pspdef_t *psp;
|
||||
FState *state;
|
||||
DPSprite *weapon = nullptr;
|
||||
DPSprite *flash = nullptr;
|
||||
bool noweapon = (ReadyWeapon == nullptr && (health > 0 || mo->DamageType != NAME_Fire));
|
||||
|
||||
// [RH] If you don't have a weapon, then the psprites should be NULL.
|
||||
if (player->ReadyWeapon == NULL && (player->health > 0 || player->mo->DamageType != NAME_Fire))
|
||||
DPSprite *pspr = psprites;
|
||||
while (pspr)
|
||||
{
|
||||
P_SetPsprite (player, ps_weapon, NULL);
|
||||
P_SetPsprite (player, ps_flash, NULL);
|
||||
if (player->PendingWeapon != WP_NOCHANGE)
|
||||
// Destroy the psprite if it's from a weapon that isn't currently selected by the player
|
||||
// or if it's from an inventory item that the player no longer owns.
|
||||
// (except for the old hardcoded layers)
|
||||
if (!(pspr->ID > 0 && pspr->ID < NUMPSPRITES) &&
|
||||
(pspr->Caller == nullptr ||
|
||||
(pspr->Caller->IsKindOf(RUNTIME_CLASS(AWeapon)) && pspr->Caller != pspr->Owner->ReadyWeapon) ||
|
||||
(pspr->Caller->Owner != pspr->Owner->mo)))
|
||||
{
|
||||
P_BringUpWeapon (player);
|
||||
pspr->Destroy();
|
||||
}
|
||||
else if (!(pspr->ID > 0 && pspr->ID < NUMPSPRITES && noweapon))
|
||||
{
|
||||
pspr->Tick();
|
||||
}
|
||||
|
||||
if (pspr->ID == ps_weapon)
|
||||
weapon = pspr;
|
||||
else if (pspr->ID == ps_flash)
|
||||
flash = pspr;
|
||||
|
||||
pspr = pspr->Next;
|
||||
}
|
||||
|
||||
if (noweapon)
|
||||
{
|
||||
if (weapon) weapon->SetState(nullptr);
|
||||
if (flash) flash->SetState(nullptr);
|
||||
if (PendingWeapon != WP_NOCHANGE)
|
||||
P_BringUpWeapon(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
psp = &player->psprites[0];
|
||||
for (i = 0; i < NUMPSPRITES; i++, psp++)
|
||||
if (weapon && flash)
|
||||
{
|
||||
if ((state = psp->state) != NULL && psp->processPending) // a null state means not active
|
||||
{
|
||||
// drop tic count and possibly change state
|
||||
if (psp->tics != -1) // a -1 tic count never changes
|
||||
{
|
||||
psp->tics--;
|
||||
|
||||
// [BC] Apply double firing speed.
|
||||
if ( psp->tics && (player->cheats & CF_DOUBLEFIRINGSPEED))
|
||||
psp->tics--;
|
||||
|
||||
if(!psp->tics)
|
||||
{
|
||||
P_SetPsprite (player, i, psp->state->GetNextState());
|
||||
}
|
||||
}
|
||||
}
|
||||
flash->x = weapon->x;
|
||||
flash->y = weapon->y;
|
||||
}
|
||||
player->psprites[ps_flash].sx = player->psprites[ps_weapon].sx;
|
||||
player->psprites[ps_flash].sy = player->psprites[ps_weapon].sy;
|
||||
P_CheckWeaponSwitch (player);
|
||||
if (player->WeaponState & (WF_WEAPONREADY | WF_WEAPONREADYALT))
|
||||
P_CheckWeaponSwitch(this);
|
||||
if (WeaponState & (WF_WEAPONREADY | WF_WEAPONREADYALT))
|
||||
{
|
||||
P_CheckWeaponFire (player);
|
||||
P_CheckWeaponFire(this);
|
||||
}
|
||||
|
||||
// Check custom buttons
|
||||
P_CheckWeaponButtons(player);
|
||||
}
|
||||
P_CheckWeaponButtons(this);
|
||||
}
|
||||
}
|
||||
|
||||
FArchive &operator<< (FArchive &arc, pspdef_t &def)
|
||||
//------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//------------------------------------------------------------------------
|
||||
|
||||
void DPSprite::Tick()
|
||||
{
|
||||
arc << def.state << def.tics << def.sx << def.sy
|
||||
<< def.sprite << def.frame;
|
||||
return arc;
|
||||
oldx = x;
|
||||
oldy = y;
|
||||
|
||||
if (processPending)
|
||||
{
|
||||
// drop tic count and possibly change state
|
||||
if (Tics != -1) // a -1 tic count never changes
|
||||
{
|
||||
Tics--;
|
||||
|
||||
// [BC] Apply double firing speed.
|
||||
// This is applied to the targeter layers too.
|
||||
if (((ID > 0 && ID < NUMPSPRITES) || (Caller->IsKindOf(RUNTIME_CLASS(AWeapon)))) &&
|
||||
(Tics && Owner->cheats & CF_DOUBLEFIRINGSPEED))
|
||||
Tics--;
|
||||
|
||||
if (!Tics)
|
||||
SetState(State->GetNextState());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//------------------------------------------------------------------------
|
||||
|
||||
void DPSprite::Serialize(FArchive &arc)
|
||||
{
|
||||
Super::Serialize(arc);
|
||||
|
||||
arc << Next << Caller << Owner
|
||||
<< State << Tics << Sprite << Frame
|
||||
<< ID << x << y << oldx << oldy;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//------------------------------------------------------------------------
|
||||
|
||||
void player_t::DestroyPSprites()
|
||||
{
|
||||
DPSprite *pspr = psprites;
|
||||
while (pspr)
|
||||
{
|
||||
pspr->Destroy();
|
||||
pspr = pspr->Next;
|
||||
}
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//------------------------------------------------------------------------
|
||||
|
||||
void DPSprite::Destroy()
|
||||
{
|
||||
DPSprite **prev = &Owner->psprites;
|
||||
while (*prev != this)
|
||||
prev = &(*prev)->Next;
|
||||
|
||||
*prev = Next;
|
||||
|
||||
Super::Destroy();
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//------------------------------------------------------------------------
|
||||
|
||||
ADD_STAT(psprites)
|
||||
{
|
||||
FString out;
|
||||
DPSprite *pspr;
|
||||
for (int i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
if (!playeringame[i])
|
||||
continue;
|
||||
|
||||
out.AppendFormat("[psprites] player: %d | layers: ", i);
|
||||
|
||||
pspr = players[i].psprites;
|
||||
while (pspr)
|
||||
{
|
||||
out.AppendFormat("%d, ", pspr->GetID());
|
||||
|
||||
pspr = pspr->GetNext();
|
||||
}
|
||||
|
||||
out.AppendFormat("\n");
|
||||
}
|
||||
|
||||
return out;
|
||||
}
|
||||
|
|
75
src/p_pspr.h
75
src/p_pspr.h
|
@ -34,59 +34,72 @@
|
|||
// the right spot at 320x200.
|
||||
#define WEAPONTOP (32+6./16)
|
||||
|
||||
class AInventory;
|
||||
class FArchive;
|
||||
|
||||
//
|
||||
// Overlay psprites are scaled shapes
|
||||
// drawn directly on the view screen,
|
||||
// coordinates are given for a 320*200 view screen.
|
||||
//
|
||||
typedef enum
|
||||
enum psprnum_t // These are all called by the owner's ReadyWeapon.
|
||||
{
|
||||
ps_weapon,
|
||||
ps_weapon = 1,
|
||||
ps_flash,
|
||||
ps_targetcenter,
|
||||
ps_targetleft,
|
||||
ps_targetright,
|
||||
NUMPSPRITES
|
||||
|
||||
} psprnum_t;
|
||||
|
||||
/*
|
||||
inline FArchive &operator<< (FArchive &arc, psprnum_t &i)
|
||||
{
|
||||
BYTE val = (BYTE)i;
|
||||
arc << val;
|
||||
i = (psprnum_t)val;
|
||||
return arc;
|
||||
}
|
||||
*/
|
||||
|
||||
struct pspdef_t
|
||||
{
|
||||
FState* state; // a NULL state means not active
|
||||
int tics;
|
||||
double sx;
|
||||
double sy;
|
||||
int sprite;
|
||||
int frame;
|
||||
bool processPending; // true: waiting for periodic processing on this tick
|
||||
};
|
||||
|
||||
class FArchive;
|
||||
class DPSprite : public DObject
|
||||
{
|
||||
DECLARE_CLASS (DPSprite, DObject)
|
||||
HAS_OBJECT_POINTERS
|
||||
public:
|
||||
DPSprite(player_t *owner, AInventory *caller, int id);
|
||||
|
||||
FArchive &operator<< (FArchive &, pspdef_t &);
|
||||
static void NewTick();
|
||||
void SetState(FState *newstate, bool pending = false);
|
||||
|
||||
class player_t;
|
||||
class AActor;
|
||||
struct FState;
|
||||
int GetID() const { return ID; }
|
||||
int GetSprite() const { return Sprite; }
|
||||
int GetFrame() const { return Frame; }
|
||||
FState* GetState() const { return State; }
|
||||
DPSprite* GetNext() const { return Next; }
|
||||
TObjPtr<AInventory> GetCaller() const { return Caller; }
|
||||
|
||||
double x, y;
|
||||
double oldx, oldy;
|
||||
bool firstTic;
|
||||
int Tics;
|
||||
|
||||
private:
|
||||
DPSprite () {}
|
||||
|
||||
void Serialize(FArchive &arc);
|
||||
void Tick();
|
||||
void Destroy();
|
||||
|
||||
TObjPtr<AInventory> Caller;
|
||||
DPSprite *Next;
|
||||
player_t *Owner;
|
||||
FState *State;
|
||||
int Sprite;
|
||||
int Frame;
|
||||
int ID;
|
||||
bool processPending; // true: waiting for periodic processing on this tick
|
||||
|
||||
friend class player_t;
|
||||
friend void CopyPlayer(player_t *dst, player_t *src, const char *name);
|
||||
};
|
||||
|
||||
void P_NewPspriteTick();
|
||||
void P_SetPsprite (player_t *player, int position, FState *state, bool nofunction=false);
|
||||
void P_CalcSwing (player_t *player);
|
||||
void P_BringUpWeapon (player_t *player);
|
||||
void P_FireWeapon (player_t *player);
|
||||
void P_DropWeapon (player_t *player);
|
||||
void P_BobWeapon (player_t *player, pspdef_t *psp, float *x, float *y, double ticfrac);
|
||||
void P_BobWeapon (player_t *player, float *x, float *y, double ticfrac);
|
||||
DAngle P_BulletSlope (AActor *mo, FTranslatedLineTarget *pLineTarget = NULL, int aimflags = 0);
|
||||
|
||||
void P_GunShot (AActor *mo, bool accurate, PClassActor *pufftype, DAngle pitch);
|
||||
|
|
|
@ -274,7 +274,7 @@ static void CopyPlayer (player_t *dst, player_t *src, const char *name)
|
|||
|
||||
dst->cheats |= chasecam;
|
||||
|
||||
if (dst->Bot != NULL)
|
||||
if (dst->Bot != nullptr)
|
||||
{
|
||||
botinfo_t *thebot = bglobal.botinfo;
|
||||
while (thebot && stricmp (name, thebot->name))
|
||||
|
@ -296,10 +296,23 @@ static void CopyPlayer (player_t *dst, player_t *src, const char *name)
|
|||
dst->userinfo.SkinNumChanged(R_FindSkin(skins[dst->userinfo.GetSkin()].name, dst->CurrentPlayerClass));
|
||||
|
||||
// Make sure the player pawn points to the proper player struct.
|
||||
if (dst->mo != NULL)
|
||||
if (dst->mo != nullptr)
|
||||
{
|
||||
dst->mo->player = dst;
|
||||
}
|
||||
|
||||
// Same for the psprites.
|
||||
DPSprite *pspr = dst->psprites;
|
||||
while (pspr)
|
||||
{
|
||||
pspr->Owner = dst;
|
||||
|
||||
pspr = pspr->Next;
|
||||
}
|
||||
|
||||
// Don't let the psprites be destroyed when src is destroyed.
|
||||
src->psprites = nullptr;
|
||||
|
||||
// These 2 variables may not be overwritten.
|
||||
dst->attackdown = attackdown;
|
||||
dst->usedown = usedown;
|
||||
|
|
|
@ -87,7 +87,7 @@ void P_Ticker (void)
|
|||
if (paused || P_CheckTickerPaused())
|
||||
return;
|
||||
|
||||
P_NewPspriteTick();
|
||||
DPSprite::NewTick();
|
||||
|
||||
// [RH] Frozen mode is only changed every 4 tics, to make it work with A_Tracer().
|
||||
if ((level.time & 3) == 0)
|
||||
|
|
|
@ -270,6 +270,7 @@ player_t::player_t()
|
|||
WeaponState(0),
|
||||
ReadyWeapon(0),
|
||||
PendingWeapon(0),
|
||||
psprites(0),
|
||||
cheats(0),
|
||||
timefreezer(0),
|
||||
refire(0),
|
||||
|
@ -315,7 +316,11 @@ player_t::player_t()
|
|||
{
|
||||
memset (&cmd, 0, sizeof(cmd));
|
||||
memset (frags, 0, sizeof(frags));
|
||||
memset (psprites, 0, sizeof(psprites));
|
||||
}
|
||||
|
||||
player_t::~player_t()
|
||||
{
|
||||
DestroyPSprites();
|
||||
}
|
||||
|
||||
player_t &player_t::operator=(const player_t &p)
|
||||
|
@ -371,7 +376,7 @@ player_t &player_t::operator=(const player_t &p)
|
|||
extralight = p.extralight;
|
||||
fixedcolormap = p.fixedcolormap;
|
||||
fixedlightlevel = p.fixedlightlevel;
|
||||
memcpy(psprites, &p.psprites, sizeof(psprites));
|
||||
psprites = p.psprites;
|
||||
morphTics = p.morphTics;
|
||||
MorphedPlayerClass = p.MorphedPlayerClass;
|
||||
MorphStyle = p.MorphStyle;
|
||||
|
@ -433,6 +438,7 @@ size_t player_t::FixPointers (const DObject *old, DObject *rep)
|
|||
if (ReadyWeapon == old) ReadyWeapon = static_cast<AWeapon *>(rep), changed++;
|
||||
if (PendingWeapon == old) PendingWeapon = static_cast<AWeapon *>(rep), changed++;
|
||||
if (*&PremorphWeapon == old) PremorphWeapon = static_cast<AWeapon *>(rep), changed++;
|
||||
if (psprites == old) psprites = static_cast<DPSprite *>(rep), changed++;
|
||||
if (*&ConversationNPC == old) ConversationNPC = replacement, changed++;
|
||||
if (*&ConversationPC == old) ConversationPC = replacement, changed++;
|
||||
if (*&MUSINFOactor == old) MUSINFOactor = replacement, changed++;
|
||||
|
@ -451,6 +457,7 @@ size_t player_t::PropagateMark()
|
|||
GC::Mark(ConversationPC);
|
||||
GC::Mark(MUSINFOactor);
|
||||
GC::Mark(PremorphWeapon);
|
||||
GC::Mark(psprites);
|
||||
if (PendingWeapon != WP_NOCHANGE)
|
||||
{
|
||||
GC::Mark(PendingWeapon);
|
||||
|
@ -1369,35 +1376,36 @@ void APlayerPawn::MorphPlayerThink ()
|
|||
void APlayerPawn::ActivateMorphWeapon ()
|
||||
{
|
||||
PClassActor *morphweapon = PClass::FindActor (MorphWeapon);
|
||||
DPSprite *pspr = player->GetPSprite(ps_weapon);
|
||||
player->PendingWeapon = WP_NOCHANGE;
|
||||
player->psprites[ps_weapon].sy = WEAPONTOP;
|
||||
pspr->y = WEAPONTOP;
|
||||
|
||||
if (morphweapon == NULL || !morphweapon->IsDescendantOf (RUNTIME_CLASS(AWeapon)))
|
||||
if (morphweapon == nullptr || !morphweapon->IsDescendantOf (RUNTIME_CLASS(AWeapon)))
|
||||
{ // No weapon at all while morphed!
|
||||
player->ReadyWeapon = NULL;
|
||||
P_SetPsprite (player, ps_weapon, NULL);
|
||||
player->ReadyWeapon = nullptr;
|
||||
pspr->SetState(nullptr);
|
||||
}
|
||||
else
|
||||
{
|
||||
player->ReadyWeapon = static_cast<AWeapon *>(player->mo->FindInventory (morphweapon));
|
||||
if (player->ReadyWeapon == NULL)
|
||||
if (player->ReadyWeapon == nullptr)
|
||||
{
|
||||
player->ReadyWeapon = static_cast<AWeapon *>(player->mo->GiveInventoryType (morphweapon));
|
||||
if (player->ReadyWeapon != NULL)
|
||||
if (player->ReadyWeapon != nullptr)
|
||||
{
|
||||
player->ReadyWeapon->GivenAsMorphWeapon = true; // flag is used only by new beastweap semantics in P_UndoPlayerMorph
|
||||
}
|
||||
}
|
||||
if (player->ReadyWeapon != NULL)
|
||||
if (player->ReadyWeapon != nullptr)
|
||||
{
|
||||
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetReadyState());
|
||||
pspr->SetState(player->ReadyWeapon->GetReadyState());
|
||||
}
|
||||
else
|
||||
{
|
||||
P_SetPsprite (player, ps_weapon, NULL);
|
||||
pspr->SetState(nullptr);
|
||||
}
|
||||
}
|
||||
P_SetPsprite (player, ps_flash, NULL);
|
||||
player->GetPSprite(ps_flash)->SetState(nullptr);
|
||||
|
||||
player->PendingWeapon = WP_NOCHANGE;
|
||||
}
|
||||
|
@ -2114,7 +2122,7 @@ void P_DeathThink (player_t *player)
|
|||
int dir;
|
||||
DAngle delta;
|
||||
|
||||
P_MovePsprites (player);
|
||||
player->TickPSprites();
|
||||
|
||||
player->onground = (player->mo->Z() <= player->mo->floorz);
|
||||
if (player->mo->IsKindOf (RUNTIME_CLASS(APlayerChunk)))
|
||||
|
@ -2634,7 +2642,7 @@ void P_PlayerThink (player_t *player)
|
|||
}
|
||||
}
|
||||
// Cycle psprites
|
||||
P_MovePsprites (player);
|
||||
player->TickPSprites();
|
||||
|
||||
// Other Counters
|
||||
if (player->damagecount)
|
||||
|
@ -3064,8 +3072,37 @@ void player_t::Serialize (FArchive &arc)
|
|||
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
arc << frags[i];
|
||||
for (i = 0; i < NUMPSPRITES; i++)
|
||||
arc << psprites[i];
|
||||
|
||||
if (SaveVersion < 4547)
|
||||
{
|
||||
for (i = ps_weapon; i < NUMPSPRITES; i++)
|
||||
{
|
||||
FState *state;
|
||||
int tics;
|
||||
double sx, sy;
|
||||
int sprite;
|
||||
int frame;
|
||||
|
||||
arc << state << tics
|
||||
<< sx << sy
|
||||
<< sprite << frame;
|
||||
|
||||
if (state != nullptr)
|
||||
{
|
||||
DPSprite *pspr;
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
arc << psprites;
|
||||
|
||||
arc << CurrentPlayerClass;
|
||||
|
||||
|
|
271
src/r_things.cpp
271
src/r_things.cpp
|
@ -92,6 +92,7 @@ extern double globaluclip, globaldclip;
|
|||
extern float MaskedScaleY;
|
||||
|
||||
#define MINZ double((2048*4) / double(1 << 20))
|
||||
#define BASEXCENTER (160)
|
||||
#define BASEYCENTER (100)
|
||||
|
||||
EXTERN_CVAR (Bool, st_scale)
|
||||
|
@ -111,9 +112,15 @@ double pspriteyscale;
|
|||
fixed_t sky1scale; // [RH] Sky 1 scale factor
|
||||
fixed_t sky2scale; // [RH] Sky 2 scale factor
|
||||
|
||||
vissprite_t *VisPSprites[NUMPSPRITES];
|
||||
int VisPSpritesX1[NUMPSPRITES];
|
||||
FDynamicColormap *VisPSpritesBaseColormap[NUMPSPRITES];
|
||||
// Used to store a psprite's drawing information if it needs to be drawn later.
|
||||
struct vispsp_t
|
||||
{
|
||||
vissprite_t *vis;
|
||||
FDynamicColormap *basecolormap;
|
||||
int x1;
|
||||
};
|
||||
TArray<vispsp_t> vispsprites;
|
||||
unsigned int vispspindex;
|
||||
|
||||
static int spriteshade;
|
||||
|
||||
|
@ -1269,48 +1276,41 @@ void R_AddSprites (sector_t *sec, int lightlevel, int fakeside)
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// R_DrawPSprite
|
||||
//
|
||||
void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double sy)
|
||||
void R_DrawPSprite(DPSprite *pspr, AActor *owner, double ofsx, double ofsy, double ticfrac)
|
||||
{
|
||||
double tx;
|
||||
int x1;
|
||||
int x2;
|
||||
double sx, sy;
|
||||
spritedef_t* sprdef;
|
||||
spriteframe_t* sprframe;
|
||||
FTextureID picnum;
|
||||
WORD flip;
|
||||
FTexture* tex;
|
||||
vissprite_t* vis;
|
||||
static vissprite_t avis[NUMPSPRITES + 1];
|
||||
static vissprite_t *avisp[countof(avis)];
|
||||
bool noaccel;
|
||||
bool noaccel;
|
||||
bool isweapon;
|
||||
static TArray<vissprite_t> avis;
|
||||
|
||||
assert(pspnum >= 0 && pspnum < NUMPSPRITES);
|
||||
|
||||
if (avisp[0] == NULL)
|
||||
{
|
||||
for (unsigned i = 0; i < countof(avis); ++i)
|
||||
{
|
||||
avisp[i] = &avis[i];
|
||||
}
|
||||
}
|
||||
if (avis.Size() < vispspindex + 1)
|
||||
avis.Reserve(avis.Size() - vispspindex + 1);
|
||||
|
||||
// decide which patch to use
|
||||
if ( (unsigned)psp->sprite >= (unsigned)sprites.Size ())
|
||||
if ((unsigned)pspr->GetSprite() >= (unsigned)sprites.Size())
|
||||
{
|
||||
DPrintf ("R_DrawPSprite: invalid sprite number %i\n", psp->sprite);
|
||||
DPrintf("R_DrawPSprite: invalid sprite number %i\n", pspr->GetSprite());
|
||||
return;
|
||||
}
|
||||
sprdef = &sprites[psp->sprite];
|
||||
if (psp->frame >= sprdef->numframes)
|
||||
sprdef = &sprites[pspr->GetSprite()];
|
||||
if (pspr->GetFrame() >= sprdef->numframes)
|
||||
{
|
||||
DPrintf ("R_DrawPSprite: invalid sprite frame %i : %i\n", psp->sprite, psp->frame);
|
||||
DPrintf("R_DrawPSprite: invalid sprite frame %i : %i\n", pspr->GetSprite(), pspr->GetFrame());
|
||||
return;
|
||||
}
|
||||
sprframe = &SpriteFrames[sprdef->spriteframes + psp->frame];
|
||||
sprframe = &SpriteFrames[sprdef->spriteframes + pspr->GetFrame()];
|
||||
|
||||
picnum = sprframe->Texture[0];
|
||||
flip = sprframe->Flip & 1;
|
||||
|
@ -1319,15 +1319,33 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
|
|||
if (tex->UseType == FTexture::TEX_Null)
|
||||
return;
|
||||
|
||||
isweapon = ((pspr->GetID() > 0 && pspr->GetID() < ps_targetcenter) ||
|
||||
(pspr->GetID() >= NUMPSPRITES && pspr->GetCaller() && pspr->GetCaller()->IsKindOf(RUNTIME_CLASS(AWeapon))));
|
||||
|
||||
if (pspr->firstTic)
|
||||
{ // Can't interpolate the first tic.
|
||||
pspr->firstTic = false;
|
||||
pspr->oldx = pspr->x;
|
||||
pspr->oldy = pspr->y;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
// calculate edges of the shape
|
||||
tx = sx - (320 / 2);
|
||||
tx = sx - BASEXCENTER;
|
||||
|
||||
tx -= tex->GetScaledLeftOffset();
|
||||
x1 = xs_RoundToInt(CenterX + tx * pspritexscale);
|
||||
|
||||
// off the right side
|
||||
if (x1 > viewwidth)
|
||||
return;
|
||||
return;
|
||||
|
||||
tx += tex->GetScaledWidth();
|
||||
x2 = xs_RoundToInt(CenterX + tx * pspritexscale);
|
||||
|
@ -1335,9 +1353,9 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
|
|||
// off the left side
|
||||
if (x2 <= 0)
|
||||
return;
|
||||
|
||||
|
||||
// store information in a vissprite
|
||||
vis = avisp[NUMPSPRITES];
|
||||
vis = &avis[vispspindex];
|
||||
vis->renderflags = owner->renderflags;
|
||||
vis->floorclip = 0;
|
||||
|
||||
|
@ -1345,14 +1363,14 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
|
|||
|
||||
if (camera->player && (RenderTarget != screen ||
|
||||
viewheight == RenderTarget->GetHeight() ||
|
||||
(RenderTarget->GetWidth() > 320 && !st_scale)))
|
||||
(RenderTarget->GetWidth() > (BASEXCENTER * 2) && !st_scale)))
|
||||
{ // Adjust PSprite for fullscreen views
|
||||
AWeapon *weapon = NULL;
|
||||
if (camera->player != NULL)
|
||||
AWeapon *weapon = nullptr;
|
||||
if (camera->player != nullptr)
|
||||
{
|
||||
weapon = camera->player->ReadyWeapon;
|
||||
}
|
||||
if (pspnum <= ps_flash && weapon != NULL && weapon->YAdjust != 0)
|
||||
if (isweapon && weapon != nullptr && weapon->YAdjust != 0)
|
||||
{
|
||||
if (RenderTarget != screen || viewheight == RenderTarget->GetHeight())
|
||||
{
|
||||
|
@ -1360,11 +1378,11 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
|
|||
}
|
||||
else
|
||||
{
|
||||
vis->texturemid -= StatusBar->GetDisplacement () * weapon->YAdjust;
|
||||
vis->texturemid -= StatusBar->GetDisplacement() * weapon->YAdjust;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (pspnum <= ps_flash)
|
||||
if (isweapon)
|
||||
{ // Move the weapon down for 1280x1024.
|
||||
vis->texturemid -= BaseRatioSizes[WidescreenRatio][2];
|
||||
}
|
||||
|
@ -1388,11 +1406,11 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
|
|||
}
|
||||
|
||||
if (vis->x1 > x1)
|
||||
vis->startfrac += vis->xiscale*(vis->x1-x1);
|
||||
vis->startfrac += vis->xiscale*(vis->x1 - x1);
|
||||
|
||||
noaccel = false;
|
||||
FDynamicColormap *colormap_to_use = NULL;
|
||||
if (pspnum <= ps_flash)
|
||||
FDynamicColormap *colormap_to_use = nullptr;
|
||||
if (isweapon)
|
||||
{
|
||||
vis->Style.Alpha = float(owner->Alpha);
|
||||
vis->Style.RenderStyle = owner->RenderStyle;
|
||||
|
@ -1413,16 +1431,16 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
|
|||
{
|
||||
if (invertcolormap)
|
||||
{ // Fade to white
|
||||
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255,255,255), mybasecolormap->Desaturate);
|
||||
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255, 255, 255), mybasecolormap->Desaturate);
|
||||
invertcolormap = false;
|
||||
}
|
||||
else
|
||||
{ // Fade to black
|
||||
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0,0,0), mybasecolormap->Desaturate);
|
||||
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0, 0, 0), mybasecolormap->Desaturate);
|
||||
}
|
||||
}
|
||||
|
||||
if (realfixedcolormap != NULL)
|
||||
if (realfixedcolormap != nullptr)
|
||||
{ // fixed color
|
||||
vis->Style.colormap = realfixedcolormap->Colormap;
|
||||
}
|
||||
|
@ -1436,25 +1454,25 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
|
|||
{
|
||||
vis->Style.colormap = mybasecolormap->Maps + fixedlightlev;
|
||||
}
|
||||
else if (!foggy && psp->state->GetFullbright())
|
||||
else if (!foggy && pspr->GetState()->GetFullbright())
|
||||
{ // full bright
|
||||
vis->Style.colormap = mybasecolormap->Maps; // [RH] use basecolormap
|
||||
}
|
||||
else
|
||||
{ // local light
|
||||
vis->Style.colormap = mybasecolormap->Maps + (GETPALOOKUP (0, spriteshade) << COLORMAPSHIFT);
|
||||
vis->Style.colormap = mybasecolormap->Maps + (GETPALOOKUP(0, spriteshade) << COLORMAPSHIFT);
|
||||
}
|
||||
}
|
||||
if (camera->Inventory != NULL)
|
||||
if (camera->Inventory != nullptr)
|
||||
{
|
||||
lighttable_t *oldcolormap = vis->Style.colormap;
|
||||
camera->Inventory->AlterWeaponSprite (&vis->Style);
|
||||
camera->Inventory->AlterWeaponSprite(&vis->Style);
|
||||
if (vis->Style.colormap != oldcolormap)
|
||||
{
|
||||
// The colormap has changed. Is it one we can easily identify?
|
||||
// If not, then don't bother trying to identify it for
|
||||
// hardware accelerated drawing.
|
||||
if (vis->Style.colormap < SpecialColormaps[0].Colormap ||
|
||||
if (vis->Style.colormap < SpecialColormaps[0].Colormap ||
|
||||
vis->Style.colormap > SpecialColormaps.Last().Colormap)
|
||||
{
|
||||
noaccel = true;
|
||||
|
@ -1462,7 +1480,7 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
|
|||
// Has the basecolormap changed? If so, we can't hardware accelerate it,
|
||||
// since we don't know what it is anymore.
|
||||
else if (vis->Style.colormap < mybasecolormap->Maps ||
|
||||
vis->Style.colormap >= mybasecolormap->Maps + NUMCOLORMAPS*256)
|
||||
vis->Style.colormap >= mybasecolormap->Maps + NUMCOLORMAPS * 256)
|
||||
{
|
||||
noaccel = true;
|
||||
}
|
||||
|
@ -1482,7 +1500,7 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
|
|||
}
|
||||
// If the main colormap has fixed lights, and this sprite is being drawn with that
|
||||
// colormap, disable acceleration so that the lights can remain fixed.
|
||||
if (!noaccel && realfixedcolormap == NULL &&
|
||||
if (!noaccel && realfixedcolormap == nullptr &&
|
||||
NormalLightHasFixedLights && mybasecolormap == &NormalLight &&
|
||||
vis->pic->UseBasePalette())
|
||||
{
|
||||
|
@ -1505,18 +1523,19 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
|
|||
style.CheckFuzz();
|
||||
if (style.BlendOp != STYLEOP_Fuzz)
|
||||
{
|
||||
VisPSpritesX1[pspnum] = x1;
|
||||
VisPSpritesBaseColormap[pspnum] = colormap_to_use;
|
||||
VisPSprites[pspnum] = vis;
|
||||
swapvalues(avisp[pspnum], avisp[NUMPSPRITES]);
|
||||
if (vispsprites.Size() < vispspindex + 1)
|
||||
vispsprites.Reserve(vispsprites.Size() - vispspindex + 1);
|
||||
|
||||
vispsprites[vispspindex].vis = vis;
|
||||
vispsprites[vispspindex].basecolormap = colormap_to_use;
|
||||
vispsprites[vispspindex].x1 = x1;
|
||||
vispspindex++;
|
||||
return;
|
||||
}
|
||||
}
|
||||
R_DrawVisSprite (vis);
|
||||
R_DrawVisSprite(vis);
|
||||
}
|
||||
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// R_DrawPlayerSprites
|
||||
|
@ -1527,7 +1546,7 @@ void R_DrawPlayerSprites ()
|
|||
{
|
||||
int i;
|
||||
int lightnum;
|
||||
pspdef_t* psp;
|
||||
DPSprite* psp;
|
||||
sector_t* sec = NULL;
|
||||
static sector_t tempsec;
|
||||
int floorlight, ceilinglight;
|
||||
|
@ -1540,28 +1559,35 @@ void R_DrawPlayerSprites ()
|
|||
(r_deathcamera && camera->health <= 0))
|
||||
return;
|
||||
|
||||
if(fixedlightlev < 0 && viewsector->e && viewsector->e->XFloor.lightlist.Size()) {
|
||||
for(i = viewsector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
|
||||
if(ViewPos.Z <= viewsector->e->XFloor.lightlist[i].plane.Zat0()) {
|
||||
if (fixedlightlev < 0 && viewsector->e && viewsector->e->XFloor.lightlist.Size())
|
||||
{
|
||||
for (i = viewsector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
|
||||
{
|
||||
if (ViewPos.Z <= viewsector->e->XFloor.lightlist[i].plane.Zat0())
|
||||
{
|
||||
rover = viewsector->e->XFloor.lightlist[i].caster;
|
||||
if(rover) {
|
||||
if(rover->flags & FF_DOUBLESHADOW && ViewPos.Z <= rover->bottom.plane->Zat0())
|
||||
if (rover)
|
||||
{
|
||||
if (rover->flags & FF_DOUBLESHADOW && ViewPos.Z <= rover->bottom.plane->Zat0())
|
||||
break;
|
||||
sec = rover->model;
|
||||
if(rover->flags & FF_FADEWALLS)
|
||||
if (rover->flags & FF_FADEWALLS)
|
||||
basecolormap = sec->ColorMap;
|
||||
else
|
||||
basecolormap = viewsector->e->XFloor.lightlist[i].extra_colormap;
|
||||
}
|
||||
break;
|
||||
}
|
||||
if(!sec) {
|
||||
}
|
||||
if(!sec)
|
||||
{
|
||||
sec = viewsector;
|
||||
basecolormap = sec->ColorMap;
|
||||
}
|
||||
floorlight = ceilinglight = sec->lightlevel;
|
||||
} else {
|
||||
// This used to use camera->Sector but due to interpolation that can be incorrect
|
||||
}
|
||||
else
|
||||
{ // This used to use camera->Sector but due to interpolation that can be incorrect
|
||||
// when the interpolated viewpoint is in a different sector than the camera.
|
||||
sec = R_FakeFlat (viewsector, &tempsec, &floorlight,
|
||||
&ceilinglight, false);
|
||||
|
@ -1589,23 +1615,19 @@ void R_DrawPlayerSprites ()
|
|||
|
||||
CenterY = viewheight / 2;
|
||||
|
||||
P_BobWeapon (camera->player, &camera->player->psprites[ps_weapon], &ofsx, &ofsy, r_TicFracF);
|
||||
P_BobWeapon (camera->player, &ofsx, &ofsy, r_TicFracF);
|
||||
|
||||
// add all active psprites
|
||||
for (i = 0, psp = camera->player->psprites;
|
||||
i < NUMPSPRITES;
|
||||
i++, psp++)
|
||||
psp = camera->player->psprites;
|
||||
while (psp)
|
||||
{
|
||||
// [RH] Don't draw the targeter's crosshair if the player already has a crosshair set.
|
||||
if (psp->state && (i != ps_targetcenter || CrosshairImage == NULL))
|
||||
if (psp->GetID() != ps_targetcenter || CrosshairImage == nullptr)
|
||||
{
|
||||
R_DrawPSprite (psp, i, camera, psp->sx + ofsx, psp->sy + ofsy);
|
||||
}
|
||||
// [RH] Don't bob the targeter.
|
||||
if (i == ps_flash)
|
||||
{
|
||||
ofsx = ofsy = 0;
|
||||
R_DrawPSprite(psp, camera, ofsx, ofsy, r_TicFracF);
|
||||
}
|
||||
|
||||
psp = psp->GetNext();
|
||||
}
|
||||
|
||||
CenterY = centerhack;
|
||||
|
@ -1623,65 +1645,62 @@ void R_DrawPlayerSprites ()
|
|||
|
||||
void R_DrawRemainingPlayerSprites()
|
||||
{
|
||||
for (int i = 0; i < NUMPSPRITES; ++i)
|
||||
for (unsigned int i = 0; i < vispspindex; i++)
|
||||
{
|
||||
vissprite_t *vis;
|
||||
|
||||
vis = VisPSprites[i];
|
||||
VisPSprites[i] = NULL;
|
||||
vis = vispsprites[i].vis;
|
||||
FDynamicColormap *colormap = vispsprites[i].basecolormap;
|
||||
bool flip = vis->xiscale < 0;
|
||||
FSpecialColormap *special = NULL;
|
||||
PalEntry overlay = 0;
|
||||
FColormapStyle colormapstyle;
|
||||
bool usecolormapstyle = false;
|
||||
|
||||
if (vis != NULL)
|
||||
if (vis->Style.colormap >= SpecialColormaps[0].Colormap &&
|
||||
vis->Style.colormap < SpecialColormaps[SpecialColormaps.Size()].Colormap)
|
||||
{
|
||||
FDynamicColormap *colormap = VisPSpritesBaseColormap[i];
|
||||
bool flip = vis->xiscale < 0;
|
||||
FSpecialColormap *special = NULL;
|
||||
PalEntry overlay = 0;
|
||||
FColormapStyle colormapstyle;
|
||||
bool usecolormapstyle = false;
|
||||
|
||||
if (vis->Style.colormap >= SpecialColormaps[0].Colormap &&
|
||||
vis->Style.colormap < SpecialColormaps[SpecialColormaps.Size()].Colormap)
|
||||
{
|
||||
// Yuck! There needs to be a better way to store colormaps in the vissprite... :(
|
||||
ptrdiff_t specialmap = (vis->Style.colormap - SpecialColormaps[0].Colormap) / sizeof(FSpecialColormap);
|
||||
special = &SpecialColormaps[specialmap];
|
||||
}
|
||||
else if (colormap->Color == PalEntry(255,255,255) &&
|
||||
colormap->Desaturate == 0)
|
||||
{
|
||||
overlay = colormap->Fade;
|
||||
overlay.a = BYTE(((vis->Style.colormap - colormap->Maps) >> 8) * 255 / NUMCOLORMAPS);
|
||||
}
|
||||
else
|
||||
{
|
||||
usecolormapstyle = true;
|
||||
colormapstyle.Color = colormap->Color;
|
||||
colormapstyle.Fade = colormap->Fade;
|
||||
colormapstyle.Desaturate = colormap->Desaturate;
|
||||
colormapstyle.FadeLevel = ((vis->Style.colormap - colormap->Maps) >> 8) / float(NUMCOLORMAPS);
|
||||
}
|
||||
screen->DrawTexture(vis->pic,
|
||||
viewwindowx + VisPSpritesX1[i],
|
||||
viewwindowy + viewheight/2 - vis->texturemid * vis->yscale - 0.5,
|
||||
DTA_DestWidthF, FIXED2DBL(vis->pic->GetWidth() * vis->xscale),
|
||||
DTA_DestHeightF, vis->pic->GetHeight() * vis->yscale,
|
||||
DTA_Translation, TranslationToTable(vis->Translation),
|
||||
DTA_FlipX, flip,
|
||||
DTA_TopOffset, 0,
|
||||
DTA_LeftOffset, 0,
|
||||
DTA_ClipLeft, viewwindowx,
|
||||
DTA_ClipTop, viewwindowy,
|
||||
DTA_ClipRight, viewwindowx + viewwidth,
|
||||
DTA_ClipBottom, viewwindowy + viewheight,
|
||||
DTA_AlphaF, vis->Style.Alpha,
|
||||
DTA_RenderStyle, vis->Style.RenderStyle,
|
||||
DTA_FillColor, vis->FillColor,
|
||||
DTA_SpecialColormap, special,
|
||||
DTA_ColorOverlay, overlay.d,
|
||||
DTA_ColormapStyle, usecolormapstyle ? &colormapstyle : NULL,
|
||||
TAG_DONE);
|
||||
// Yuck! There needs to be a better way to store colormaps in the vissprite... :(
|
||||
ptrdiff_t specialmap = (vis->Style.colormap - SpecialColormaps[0].Colormap) / sizeof(FSpecialColormap);
|
||||
special = &SpecialColormaps[specialmap];
|
||||
}
|
||||
else if (colormap->Color == PalEntry(255,255,255) &&
|
||||
colormap->Desaturate == 0)
|
||||
{
|
||||
overlay = colormap->Fade;
|
||||
overlay.a = BYTE(((vis->Style.colormap - colormap->Maps) >> 8) * 255 / NUMCOLORMAPS);
|
||||
}
|
||||
else
|
||||
{
|
||||
usecolormapstyle = true;
|
||||
colormapstyle.Color = colormap->Color;
|
||||
colormapstyle.Fade = colormap->Fade;
|
||||
colormapstyle.Desaturate = colormap->Desaturate;
|
||||
colormapstyle.FadeLevel = ((vis->Style.colormap - colormap->Maps) >> 8) / float(NUMCOLORMAPS);
|
||||
}
|
||||
screen->DrawTexture(vis->pic,
|
||||
viewwindowx + vispsprites[i].x1,
|
||||
viewwindowy + viewheight/2 - vis->texturemid * vis->yscale - 0.5,
|
||||
DTA_DestWidthF, FIXED2DBL(vis->pic->GetWidth() * vis->xscale),
|
||||
DTA_DestHeightF, vis->pic->GetHeight() * vis->yscale,
|
||||
DTA_Translation, TranslationToTable(vis->Translation),
|
||||
DTA_FlipX, flip,
|
||||
DTA_TopOffset, 0,
|
||||
DTA_LeftOffset, 0,
|
||||
DTA_ClipLeft, viewwindowx,
|
||||
DTA_ClipTop, viewwindowy,
|
||||
DTA_ClipRight, viewwindowx + viewwidth,
|
||||
DTA_ClipBottom, viewwindowy + viewheight,
|
||||
DTA_AlphaF, vis->Style.Alpha,
|
||||
DTA_RenderStyle, vis->Style.RenderStyle,
|
||||
DTA_FillColor, vis->FillColor,
|
||||
DTA_SpecialColormap, special,
|
||||
DTA_ColorOverlay, overlay.d,
|
||||
DTA_ColormapStyle, usecolormapstyle ? &colormapstyle : NULL,
|
||||
TAG_DONE);
|
||||
}
|
||||
|
||||
vispspindex = 0;
|
||||
}
|
||||
|
||||
//
|
||||
|
|
|
@ -130,7 +130,6 @@ void R_WallSpriteColumn (void (*drawfunc)(const BYTE *column, const FTexture::Sp
|
|||
void R_CacheSprite (spritedef_t *sprite);
|
||||
void R_SortVisSprites (int (*compare)(const void *, const void *), size_t first);
|
||||
void R_AddSprites (sector_t *sec, int lightlevel, int fakeside);
|
||||
void R_AddPSprites ();
|
||||
void R_DrawSprites ();
|
||||
void R_ClearSprites ();
|
||||
void R_DrawMasked ();
|
||||
|
|
|
@ -5706,15 +5706,18 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetTics)
|
|||
PARAM_ACTION_PROLOGUE;
|
||||
PARAM_INT(tics_to_set);
|
||||
|
||||
if (stateowner != self && self->player != NULL && stateowner->IsKindOf(RUNTIME_CLASS(AWeapon)))
|
||||
{ // Is this a weapon? Need to check psp states for a match, then. Blah.
|
||||
for (int i = 0; i < NUMPSPRITES; ++i)
|
||||
if (stateowner != self && self->player != nullptr && stateowner->IsKindOf(RUNTIME_CLASS(AInventory)))
|
||||
{ // Need to check psp states for a match, then. Blah.
|
||||
DPSprite *pspr = self->player->psprites;
|
||||
while (pspr)
|
||||
{
|
||||
if (self->player->psprites[i].state == callingstate)
|
||||
if (pspr->GetState() == callingstate)
|
||||
{
|
||||
self->player->psprites[i].tics = tics_to_set;
|
||||
pspr->Tics = tics_to_set;
|
||||
return 0;
|
||||
}
|
||||
|
||||
pspr = pspr->GetNext();
|
||||
}
|
||||
}
|
||||
// Just set tics for self.
|
||||
|
|
|
@ -76,7 +76,7 @@ const char *GetVersionString();
|
|||
|
||||
// Use 4500 as the base git save version, since it's higher than the
|
||||
// SVN revision ever got.
|
||||
#define SAVEVER 4546
|
||||
#define SAVEVER 4547
|
||||
|
||||
#define SAVEVERSTRINGIFY2(x) #x
|
||||
#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)
|
||||
|
|
Loading…
Reference in a new issue