// // A_WeaponReady // The player can fire the weapon // or change to another weapon at this time. // Follows after getting weapon up, // or after previous attack/fire sequence. // void A_WeaponReady(AActor *mo) { statenum_t newstate; player_t *player = mo->player; struct pspdef_s *psp = &player->psprites[player->psprnum]; // get out of attack state if (player->mo->state == &states[S_PLAY_ATK1] || player->mo->state == &states[S_PLAY_ATK2] ) { P_SetMobjState (player->mo, S_PLAY); } if (player->readyweapon == wp_chainsaw && psp->state == &states[S_SAW]) { A_FireSound(player, "weapons/sawidle"); } // check for change // if player is dead, put the weapon away if (player->pendingweapon != wp_nochange || player->health <= 0) { // change weapon // (pending weapon should already be validated) newstate = weaponinfo[player->readyweapon].downstate; P_SetPsprite (player, ps_weapon, newstate); return; } // check for fire // the missile launcher and bfg do not auto fire // [AM] Allow warmup to disallow weapon firing. if (player->cmd.ucmd.buttons & BT_ATTACK && warmup.checkfireweapon()) { if ( !player->attackdown || (player->readyweapon != wp_missile && player->readyweapon != wp_bfg) ) { player->attackdown = true; P_FireWeapon (player); return; } } else player->attackdown = false; // bob the weapon based on movement speed P_BobWeapon(player); }
void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep) { bool brightflash = false; unsigned int i; int lightlevel=0; FColormap cm; sector_t * fakesec, fs; AActor * playermo=players[consoleplayer].camera; player_t * player=playermo->player; // this is the same as the software renderer if (!player || !r_drawplayersprites || !camera->player || (player->cheats & CF_CHASECAM) || (r_deathcamera && camera->health <= 0)) return; float bobx, boby, wx, wy; DPSprite *weapon; P_BobWeapon(camera->player, &bobx, &boby, r_TicFracF); // Interpolate the main weapon layer once so as to be able to add it to other layers. if ((weapon = camera->player->FindPSprite(PSP_WEAPON)) != nullptr) { if (weapon->firstTic) { wx = weapon->x; wy = weapon->y; } else { wx = weapon->oldx + (weapon->x - weapon->oldx) * r_TicFracF; wy = weapon->oldy + (weapon->y - weapon->oldy) * r_TicFracF; } } else { wx = 0; wy = 0; } if (gl_fixedcolormap) { lightlevel=255; cm.Clear(); fakesec = viewsector; } else { fakesec = gl_FakeFlat(viewsector, &fs, false); // calculate light level for weapon sprites lightlevel = gl_ClampLight(fakesec->lightlevel); // calculate colormap for weapon sprites if (viewsector->e->XFloor.ffloors.Size() && !glset.nocoloredspritelighting) { TArray<lightlist_t> & lightlist = viewsector->e->XFloor.lightlist; for(i=0;i<lightlist.Size();i++) { double lightbottom; if (i<lightlist.Size()-1) { lightbottom=lightlist[i+1].plane.ZatPoint(ViewPos); } else { lightbottom=viewsector->floorplane.ZatPoint(ViewPos); } if (lightbottom<player->viewz) { cm = lightlist[i].extra_colormap; lightlevel = gl_ClampLight(*lightlist[i].p_lightlevel); break; } } } else { cm=fakesec->ColorMap; if (glset.nocoloredspritelighting) cm.ClearColor(); } lightlevel = gl_CalcLightLevel(lightlevel, getExtraLight(), true); if (glset.lightmode == 8) { // Korshun: the way based on max possible light level for sector like in software renderer. float min_L = 36.0 / 31.0 - ((lightlevel / 255.0) * (63.0 / 31.0)); // Lightlevel in range 0-63 if (min_L < 0) min_L = 0; else if (min_L > 1.0) min_L = 1.0; lightlevel = (1.0 - min_L) * 255; } else { lightlevel = (2 * lightlevel + 255) / 3; } lightlevel = gl_CheckSpriteGlow(viewsector, lightlevel, playermo->Pos()); } // Korshun: fullbright fog in opengl, render weapon sprites fullbright (but don't cancel out the light color!) if (glset.brightfog && ((level.flags&LEVEL_HASFADETABLE) || cm.FadeColor != 0)) { lightlevel = 255; } PalEntry ThingColor = (playermo->RenderStyle.Flags & STYLEF_ColorIsFixed) ? playermo->fillcolor : 0xffffff; ThingColor.a = 255; visstyle_t vis; vis.RenderStyle=playermo->RenderStyle; vis.Alpha=playermo->Alpha; vis.colormap = NULL; if (playermo->Inventory) { playermo->Inventory->AlterWeaponSprite(&vis); if (vis.colormap >= SpecialColormaps[0].Colormap && vis.colormap < SpecialColormaps[SpecialColormaps.Size()].Colormap && gl_fixedcolormap == CM_DEFAULT) { // this only happens for Strife's inverted weapon sprite vis.RenderStyle.Flags |= STYLEF_InvertSource; } } // Set the render parameters int OverrideShader = -1; float trans = 0.f; if (vis.RenderStyle.BlendOp >= STYLEOP_Fuzz && vis.RenderStyle.BlendOp <= STYLEOP_FuzzOrRevSub) { vis.RenderStyle.CheckFuzz(); if (vis.RenderStyle.BlendOp == STYLEOP_Fuzz) { if (gl_fuzztype != 0) { // Todo: implement shader selection here vis.RenderStyle = LegacyRenderStyles[STYLE_Translucent]; OverrideShader = gl_fuzztype + 4; trans = 0.99f; // trans may not be 1 here } else { vis.RenderStyle.BlendOp = STYLEOP_Shadow; } } } gl_SetRenderStyle(vis.RenderStyle, false, false); if (vis.RenderStyle.Flags & STYLEF_TransSoulsAlpha) { trans = transsouls; } else if (vis.RenderStyle.Flags & STYLEF_Alpha1) { trans = 1.f; } else if (trans == 0.f) { trans = vis.Alpha; } // now draw the different layers of the weapon gl_RenderState.EnableBrightmap(true); gl_RenderState.SetObjectColor(ThingColor); gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold); gl_RenderState.BlendEquation(GL_FUNC_ADD); // hack alert! Rather than changing everything in the underlying lighting code let's just temporarily change // light mode here to draw the weapon sprite. int oldlightmode = glset.lightmode; if (glset.lightmode == 8) glset.lightmode = 2; for(DPSprite *psp = player->psprites; psp != nullptr && psp->GetID() < PSP_TARGETCENTER; psp = psp->GetNext()) { if (psp->GetState() != nullptr) { FColormap cmc = cm; int ll = lightlevel; if (isBright(psp)) { if (fakesec == viewsector || in_area != area_below) { cmc.LightColor.r= cmc.LightColor.g= cmc.LightColor.b=0xff; } else { // under water areas keep most of their color for fullbright objects cmc.LightColor.r = (3 * cmc.LightColor.r + 0xff) / 4; cmc.LightColor.g = (3*cmc.LightColor.g + 0xff)/4; cmc.LightColor.b = (3*cmc.LightColor.b + 0xff)/4; } ll = 255; } // set the lighting parameters if (vis.RenderStyle.BlendOp == STYLEOP_Shadow) { gl_RenderState.SetColor(0.2f, 0.2f, 0.2f, 0.33f, cmc.desaturation); } else { if (gl_lights && GLRenderer->mLightCount && !gl_fixedcolormap && gl_light_sprites) { gl_SetDynSpriteLight(playermo, NULL); } gl_SetColor(ll, 0, cmc, trans, true); } if (psp->firstTic) { // Can't interpolate the first tic. psp->firstTic = false; psp->oldx = psp->x; psp->oldy = psp->y; } float sx = psp->oldx + (psp->x - psp->oldx) * r_TicFracF; float sy = psp->oldy + (psp->y - psp->oldy) * r_TicFracF; if (psp->Flags & PSPF_ADDBOB) { sx += bobx; sy += boby; } if (psp->Flags & PSPF_ADDWEAPON && psp->GetID() != PSP_WEAPON) { sx += wx; sy += wy; } DrawPSprite(player, psp, sx, sy, hudModelStep, OverrideShader, !!(vis.RenderStyle.Flags & STYLEF_RedIsAlpha)); } } gl_RenderState.SetObjectColor(0xffffffff); gl_RenderState.SetDynLight(0, 0, 0); gl_RenderState.EnableBrightmap(false); glset.lightmode = oldlightmode; }