Example #1
0
//
// 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);
}
Example #2
0
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;
}