Fixed merge conflicts.

This commit is contained in:
Major Cooke 2016-09-28 21:20:15 -05:00
parent 201ae3c60f
commit 4865e7109c
4 changed files with 123 additions and 32 deletions

View file

@ -111,14 +111,16 @@ END_POINTERS
//------------------------------------------------------------------------ //------------------------------------------------------------------------
DPSprite::DPSprite(player_t *owner, AActor *caller, int id) DPSprite::DPSprite(player_t *owner, AActor *caller, int id)
: x(.0), y(.0), : x(.0), y(.0),
oldx(.0), oldy(.0), oldx(.0), oldy(.0),
firstTic(true), alpha(1.),
Flags(0), firstTic(true),
Caller(caller), Flags(0),
Owner(owner), Caller(caller),
ID(id), Owner(owner),
processPending(true) ID(id),
processPending(true),
RenderStyle(STYLE_Normal)
{ {
DPSprite *prev = nullptr; DPSprite *prev = nullptr;
DPSprite *next = Owner->psprites; DPSprite *next = Owner->psprites;
@ -967,7 +969,7 @@ void A_OverlayOffset(AActor *self, int layer, double wx, double wy, int flags)
player_t *player = self->player; player_t *player = self->player;
DPSprite *psp; DPSprite *psp;
if (player && (player->playerstate != PST_DEAD)) if (player)
{ {
psp = player->FindPSprite(layer); psp = player->FindPSprite(layer);
@ -1051,22 +1053,80 @@ DEFINE_ACTION_FUNCTION(AActor, A_OverlayFlags)
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------
// //
// PROC OverlayID // PROC A_OverlayAlpha
// Because non-action functions cannot acquire the ID of the overlay... //
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, OverlayID) DEFINE_ACTION_FUNCTION(AActor, A_OverlayAlpha)
{ {
PARAM_ACTION_PROLOGUE; PARAM_ACTION_PROLOGUE;
PARAM_INT(layer);
PARAM_FLOAT(alphaset);
if (ACTION_CALL_FROM_PSPRITE()) if (self->player == nullptr)
{ return 0;
ACTION_RETURN_INT(stateinfo->mPSPIndex);
} DPSprite *pspr = self->player->FindPSprite(layer);
ACTION_RETURN_INT(0);
if (pspr == nullptr)
return 0;
pspr->alpha = clamp<double>(alphaset, 0.0, 1.0);
return 0;
} }
// NON-ACTION function to get the overlay alpha of a layer.
DEFINE_ACTION_FUNCTION(AActor, OverlayAlpha)
{
if (numret > 0)
{
assert(ret != nullptr);
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(layer);
if (self->player == nullptr)
return 0;
DPSprite *pspr = self->player->FindPSprite(layer);
if (pspr == nullptr)
{
ret->SetFloat(0.0);
}
else
{
ret->SetFloat(pspr->alpha);
}
return 1;
}
return 0;
}
//---------------------------------------------------------------------------
//
// PROC A_OverlayRenderStyle
//
//---------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_OverlayRenderStyle)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT(layer);
PARAM_INT(style);
if (self->player == nullptr)
return 0;
DPSprite *pspr = self->player->FindPSprite(layer);
if (pspr == nullptr || style >= STYLE_Count)
return 0;
pspr->RenderStyle = style;
return 0;
}
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------
// //
@ -1483,7 +1543,8 @@ void DPSprite::Serialize(FSerializer &arc)
("x", x) ("x", x)
("y", y) ("y", y)
("oldx", oldx) ("oldx", oldx)
("oldy", oldy); ("oldy", oldy)
("alpha", alpha);
} }
//------------------------------------------------------------------------ //------------------------------------------------------------------------

View file

@ -53,10 +53,13 @@ enum PSPLayers
enum PSPFlags enum PSPFlags
{ {
PSPF_ADDWEAPON = 1 << 0, PSPF_ADDWEAPON = 1 << 0,
PSPF_ADDBOB = 1 << 1, PSPF_ADDBOB = 1 << 1,
PSPF_POWDOUBLE = 1 << 2, PSPF_POWDOUBLE = 1 << 2,
PSPF_CVARFAST = 1 << 3, PSPF_CVARFAST = 1 << 3,
PSPF_ALPHA = 1 << 4,
PSPF_RENDERSTYLE = 1 << 5,
PSPF_FLIP = 1 << 6,
}; };
class DPSprite : public DObject class DPSprite : public DObject
@ -77,11 +80,12 @@ public:
AActor* GetCaller() { return Caller; } AActor* GetCaller() { return Caller; }
void SetCaller(AActor *newcaller) { Caller = newcaller; } void SetCaller(AActor *newcaller) { Caller = newcaller; }
double x, y; double x, y, alpha;
double oldx, oldy; double oldx, oldy;
bool firstTic; bool firstTic;
int Tics; int Tics;
int Flags; int Flags;
int RenderStyle;
private: private:
DPSprite () {} DPSprite () {}

View file

@ -1290,7 +1290,7 @@ void R_AddSprites (sector_t *sec, int lightlevel, int fakeside)
// //
// R_DrawPSprite // R_DrawPSprite
// //
void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac) void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac, double alpha)
{ {
double tx; double tx;
int x1; int x1;
@ -1326,7 +1326,7 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
flip = sprframe->Flip & 1; flip = sprframe->Flip & 1;
tex = TexMan(picnum); tex = TexMan(picnum);
if (tex->UseType == FTexture::TEX_Null) if (tex->UseType == FTexture::TEX_Null || pspr->RenderStyle == STYLE_None)
return; return;
if (pspr->firstTic) if (pspr->firstTic)
@ -1404,7 +1404,9 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
vis->pic = tex; vis->pic = tex;
vis->ColormapNum = 0; vis->ColormapNum = 0;
if (flip) // If flip is used, provided that it's not already flipped (that would just invert itself)
// (It's an XOR...)
if (!(flip) != !(pspr->Flags & PSPF_FLIP))
{ {
vis->xiscale = -FLOAT2FIXED(pspritexiscale * tex->Scale.X); vis->xiscale = -FLOAT2FIXED(pspritexiscale * tex->Scale.X);
vis->startfrac = (tex->GetWidth() << FRACBITS) - 1; vis->startfrac = (tex->GetWidth() << FRACBITS) - 1;
@ -1422,8 +1424,26 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
FDynamicColormap *colormap_to_use = nullptr; FDynamicColormap *colormap_to_use = nullptr;
if (pspr->GetID() < PSP_TARGETCENTER) if (pspr->GetID() < PSP_TARGETCENTER)
{ {
vis->Style.Alpha = float(owner->Alpha); // Set the alpha based on if using the overlay's own or not.
vis->Style.RenderStyle = owner->RenderStyle; vis->Style.Alpha = (pspr->Flags & PSPF_ALPHA) ? float(alpha) : float(owner->Alpha);
// Set the render style
if (pspr->Flags & PSPF_RENDERSTYLE)
{
const int rs = clamp<int>(pspr->RenderStyle, 0, STYLE_Count);
if (rs == STYLE_Normal && vis->Style.Alpha < 1.0)
vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Translucent];
else
vis->Style.RenderStyle = LegacyRenderStyles[rs];
}
else
{
if (owner->RenderStyle == LegacyRenderStyles[STYLE_Normal] && vis->Style.Alpha < 1.0)
vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Translucent];
else
vis->Style.RenderStyle = owner->RenderStyle;
}
// The software renderer cannot invert the source without inverting the overlay // The software renderer cannot invert the source without inverting the overlay
// too. That means if the source is inverted, we need to do the reverse of what // too. That means if the source is inverted, we need to do the reverse of what
@ -1657,9 +1677,10 @@ void R_DrawPlayerSprites ()
// It's possible this psprite's caller is now null but the layer itself hasn't been destroyed // It's possible this psprite's caller is now null but the layer itself hasn't been destroyed
// because it didn't tick yet (if we typed 'take all' while in the console for example). // because it didn't tick yet (if we typed 'take all' while in the console for example).
// In this case let's simply not draw it to avoid crashing. // In this case let's simply not draw it to avoid crashing.
if ((psp->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr) && psp->GetCaller() != nullptr) if ((psp->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr) && psp->GetCaller() != nullptr)
{ {
R_DrawPSprite(psp, camera, bobx, boby, wx, wy, r_TicFracF); R_DrawPSprite(psp, camera, bobx, boby, wx, wy, r_TicFracF, psp->alpha);
} }
psp = psp->GetNext(); psp = psp->GetNext();

View file

@ -59,6 +59,9 @@ ACTOR Actor native //: Thinker
native int GetMissileDamage(int mask, int add, int ptr = AAPTR_DEFAULT); native int GetMissileDamage(int mask, int add, int ptr = AAPTR_DEFAULT);
action native int OverlayID(); action native int OverlayID();
// Overlay Functions
native float OverlayAlpha(int layer);
// Action functions // Action functions
// Meh, MBF redundant functions. Only for DeHackEd support. // Meh, MBF redundant functions. Only for DeHackEd support.
action native A_Turn(float angle = 0); action native A_Turn(float angle = 0);
@ -340,7 +343,6 @@ ACTOR Actor native //: Thinker
native state A_CheckSightOrRange(float distance, state label, bool two_dimension = false); native state A_CheckSightOrRange(float distance, state label, bool two_dimension = false);
native state A_CheckRange(float distance, state label, bool two_dimension = false); native state A_CheckRange(float distance, state label, bool two_dimension = false);
action native bool A_FaceMovementDirection(float offset = 0, float anglelimit = 0, float pitchlimit = 0, int flags = 0, int ptr = AAPTR_DEFAULT); action native bool A_FaceMovementDirection(float offset = 0, float anglelimit = 0, float pitchlimit = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
action native int A_ClearOverlays(int sstart = 0, int sstop = 0, bool safety = true);
action native bool A_CopySpriteFrame(int from, int to, int flags = 0); action native bool A_CopySpriteFrame(int from, int to, int flags = 0);
action native bool A_SetSpriteAngle(float angle = 0, int ptr = AAPTR_DEFAULT); action native bool A_SetSpriteAngle(float angle = 0, int ptr = AAPTR_DEFAULT);
action native bool A_SetSpriteRotation(float angle = 0, int ptr = AAPTR_DEFAULT); action native bool A_SetSpriteRotation(float angle = 0, int ptr = AAPTR_DEFAULT);
@ -352,9 +354,12 @@ ACTOR Actor native //: Thinker
action native A_CopyFriendliness(int ptr_source = AAPTR_MASTER); action native A_CopyFriendliness(int ptr_source = AAPTR_MASTER);
action native bool A_Overlay(int layer, state start = "", bool nooverride = false); action native bool A_Overlay(int layer, state start = "", bool nooverride = false);
action native int A_ClearOverlays(int sstart = 0, int sstop = 0, bool safety = true);
action native A_WeaponOffset(float wx = 0, float wy = 32, int flags = 0); action native A_WeaponOffset(float wx = 0, float wy = 32, int flags = 0);
action native A_OverlayOffset(int layer = PSP_WEAPON, float wx = 0, float wy = 32, int flags = 0); action native A_OverlayOffset(int layer = PSP_WEAPON, float wx = 0, float wy = 32, int flags = 0);
action native A_OverlayFlags(int layer, int flags, bool set); action native A_OverlayFlags(int layer, int flags, bool set);
action native A_OverlayAlpha(int layer, float alphaset);
action native A_OverlayRenderStyle(int layer, int style);
native int ACS_NamedExecute(name script, int mapnum=0, int arg1=0, int arg2=0, int arg3=0); native int ACS_NamedExecute(name script, int mapnum=0, int arg1=0, int arg2=0, int arg3=0);
native int ACS_NamedSuspend(name script, int mapnum=0); native int ACS_NamedSuspend(name script, int mapnum=0);