static void DrawWeapons(player_t * CPlayer, int x, int y) { int k,j; AInventory * inv; // First draw all weapons in the inventory that are not assigned to a weapon slot for(inv=CPlayer->mo->Inventory;inv;inv=inv->Inventory) { if (inv->IsKindOf(RUNTIME_CLASS(AWeapon)) && !CPlayer->weapons.LocateWeapon(RUNTIME_TYPE(inv), NULL, NULL)) { DrawOneWeapon(CPlayer, x, y, static_cast<AWeapon*>(inv)); } } // And now everything in the weapon slots back to front for (k = NUM_WEAPON_SLOTS - 1; k >= 0; k--) for(j = CPlayer->weapons.Slots[k].Size() - 1; j >= 0; j--) { const PClass *weap = CPlayer->weapons.Slots[k].GetWeapon(j); if (weap) { inv=CPlayer->mo->FindInventory(weap); if (inv) { DrawOneWeapon(CPlayer, x, y, static_cast<AWeapon*>(inv)); } } } }
static void DrawOneWeapon(player_t * CPlayer, int x, int & y, AWeapon * weapon) { int trans; // Powered up weapons and inherited sister weapons are not displayed. if (weapon->WeaponFlags & WIF_POWERED_UP) return; if (weapon->SisterWeapon && weapon->IsKindOf(RUNTIME_TYPE(weapon->SisterWeapon))) return; trans=0x6666; if (CPlayer->ReadyWeapon) { if (weapon==CPlayer->ReadyWeapon || weapon==CPlayer->ReadyWeapon->SisterWeapon) trans=0xd999; } FTextureID picnum = GetWeaponIcon(weapon); if (picnum.isValid()) { FTexture * tex = TexMan[picnum]; int w = tex->GetWidth(); int h = tex->GetHeight(); int rh; if (w>h) rh=8; else rh=16,y-=8; // don't draw tall sprites too small! DrawImageToBox(tex, x-24, y, 20, rh, trans); y-=10; } }
static void DrawOneWeapon(player_t * CPlayer, int x, int & y, AWeapon * weapon) { int trans; FTextureID picnum; // Powered up weapons and inherited sister weapons are not displayed. if (weapon->WeaponFlags & WIF_POWERED_UP) return; if (weapon->SisterWeapon && weapon->IsKindOf(RUNTIME_TYPE(weapon->SisterWeapon))) return; trans=0x6666; if (CPlayer->ReadyWeapon) { if (weapon==CPlayer->ReadyWeapon || weapon==CPlayer->ReadyWeapon->SisterWeapon) trans=0xd999; } FState * state=NULL, *ReadyState; FTextureID AltIcon = GetHUDIcon(weapon->GetClass()); picnum = !AltIcon.isNull()? AltIcon : weapon->Icon; if (picnum.isNull()) { if (weapon->SpawnState && weapon->SpawnState->sprite!=0) { state = weapon->SpawnState; } // no spawn state - now try the ready state else if ((ReadyState = weapon->FindState(NAME_Ready)) && ReadyState->sprite!=0) { state = ReadyState; } if (state && (unsigned)state->sprite < (unsigned)sprites.Size ()) { spritedef_t * sprdef = &sprites[state->sprite]; spriteframe_t * sprframe = &SpriteFrames[sprdef->spriteframes + state->GetFrame()]; picnum = sprframe->Texture[0]; } } if (picnum.isValid()) { FTexture * tex = TexMan[picnum]; int w = tex->GetWidth(); int h = tex->GetHeight(); int rh; if (w>h) rh=8; else rh=16,y-=8; // don't draw tall sprites too small! DrawImageToBox(tex, x-24, y, 20, rh, trans); y-=10; } }
void APowerInvulnerable::InitEffect () { Super::InitEffect(); Owner->effects &= ~FX_RESPAWNINVUL; Owner->flags2 |= MF2_INVULNERABLE; if (Mode == NAME_None) { Mode = (ENamedName)RUNTIME_TYPE(Owner)->Meta.GetMetaInt(APMETA_InvulMode); } if (Mode == NAME_Reflective) { Owner->flags2 |= MF2_REFLECTIVE; } }
void gl_RenderModel(GLSprite * spr, int cm) { // [BB/EP] Take care of gl_fogmode and ZADF_FORCE_GL_DEFAULTS. OVERRIDE_FOGMODE_IF_NECESSARY FSpriteModelFrame * smf = spr->modelframe; // Setup transformation. gl.MatrixMode(GL_MODELVIEW); gl.PushMatrix(); gl.DepthFunc(GL_LEQUAL); // [BB] In case the model should be rendered translucent, do back face culling. // This solves a few of the problems caused by the lack of depth sorting. // TO-DO: Implement proper depth sorting. if (!( spr->actor->RenderStyle == LegacyRenderStyles[STYLE_Normal] )) { gl.Enable(GL_CULL_FACE); glFrontFace(GL_CW); } int translation = 0; if ( !(smf->flags & MDL_IGNORETRANSLATION) ) translation = spr->actor->Translation; // y scale for a sprite means height, i.e. z in the world! float scaleFactorX = FIXED2FLOAT(spr->actor->scaleX) * smf->xscale; float scaleFactorY = FIXED2FLOAT(spr->actor->scaleX) * smf->yscale; float scaleFactorZ = FIXED2FLOAT(spr->actor->scaleY) * smf->zscale; float pitch = 0; float rotateOffset = 0; float angle = ANGLE_TO_FLOAT(spr->actor->angle); // [BB] Workaround for the missing pitch information. if ( (smf->flags & MDL_PITCHFROMMOMENTUM) ) { const double x = static_cast<double>(spr->actor->velx); const double y = static_cast<double>(spr->actor->vely); const double z = static_cast<double>(spr->actor->velz); // [BB] Calculate the pitch using spherical coordinates. pitch = float(atan( z/sqrt(x*x+y*y) ) / M_PI * 180); } if( smf->flags & MDL_ROTATING ) { const float time = smf->rotationSpeed*GetTimeFloat()/200.f; rotateOffset = float((time - xs_FloorToInt(time)) *360.f ); } if (gl_fogmode != 2 && (GLRenderer->mLightCount == 0 || !gl_light_models)) { // Model space => World space gl.Translatef(spr->x, spr->z, spr->y ); if ( !(smf->flags & MDL_ALIGNANGLE) ) gl.Rotatef(-angle, 0, 1, 0); // [BB] Change the angle so that the object is exactly facing the camera in the x/y plane. else gl.Rotatef( -ANGLE_TO_FLOAT ( R_PointToAngle ( spr->actor->x, spr->actor->y ) ), 0, 1, 0); // [BB] Change the pitch so that the object is vertically facing the camera (only makes sense combined with MDL_ALIGNANGLE). if ( (smf->flags & MDL_ALIGNPITCH) ) { const fixed_t distance = R_PointToDist2( spr->actor->x - viewx, spr->actor->y - viewy ); const float pitch = RAD2DEG ( atan2( FIXED2FLOAT ( spr->actor->z - viewz ), FIXED2FLOAT ( distance ) ) ); gl.Rotatef(pitch, 0, 0, 1); } // [BB] Workaround for the missing pitch information. if (pitch != 0) gl.Rotatef(pitch, 0, 0, 1); // [BB] Special flag for flat, beam like models. if ( (smf->flags & MDL_ROLLAGAINSTANGLE) ) gl.Rotatef( gl_RollAgainstAngleHelper ( spr->actor ), 1, 0, 0); // Model rotation. // [BB] Added Doomsday like rotation of the weapon pickup models. // The rotation angle is based on the elapsed time. if( smf->flags & MDL_ROTATING ) { gl.Translatef(smf->rotationCenterX, smf->rotationCenterY, smf->rotationCenterZ); gl.Rotatef(rotateOffset, smf->xrotate, smf->yrotate, smf->zrotate); gl.Translatef(-smf->rotationCenterX, -smf->rotationCenterY, -smf->rotationCenterZ); } // Scaling and model space offset. gl.Scalef(scaleFactorX, scaleFactorZ, scaleFactorY); // [BB] Apply zoffset here, needs to be scaled by 1 / smf->zscale, so that zoffset doesn't depend on the z-scaling. gl.Translatef(0., smf->zoffset / smf->zscale, 0.); gl_RenderFrameModels( smf, spr->actor->state, spr->actor->tics, RUNTIME_TYPE(spr->actor), cm, NULL, NULL, translation ); } else { Matrix3x4 ModelToWorld; Matrix3x4 NormalTransform; // For radial fog we need to pass coordinates in world space in order to calculate distances. // That means that the local transformations cannot be part of the modelview matrix ModelToWorld.MakeIdentity(); // Model space => World space ModelToWorld.Translate(spr->x, spr->z, spr->y); if ( !(smf->flags & MDL_ALIGNANGLE) ) ModelToWorld.Rotate(0,1,0, -angle); // [BB] Change the angle so that the object is exactly facing the camera in the x/y plane. else ModelToWorld.Rotate(0,1,0, -ANGLE_TO_FLOAT ( R_PointToAngle ( spr->actor->x, spr->actor->y ) ) ); // [BB] Change the pitch so that the object is vertically facing the camera (only makes sense combined with MDL_ALIGNANGLE). if ( (smf->flags & MDL_ALIGNPITCH) ) { const fixed_t distance = R_PointToDist2( spr->actor->x - viewx, spr->actor->y - viewy ); const float pitch = RAD2DEG ( atan2( FIXED2FLOAT ( spr->actor->z - viewz ), FIXED2FLOAT ( distance ) ) ); ModelToWorld.Rotate(0,0,1,pitch); } // [BB] Workaround for the missing pitch information. if (pitch != 0) ModelToWorld.Rotate(0,0,1,pitch); // [BB] Special flag for flat, beam like models. if ( (smf->flags & MDL_ROLLAGAINSTANGLE) ) ModelToWorld.Rotate(1, 0, 0, gl_RollAgainstAngleHelper ( spr->actor )); // Model rotation. // [BB] Added Doomsday like rotation of the weapon pickup models. // The rotation angle is based on the elapsed time. if( smf->flags & MDL_ROTATING ) { ModelToWorld.Translate(-smf->rotationCenterX, -smf->rotationCenterY, -smf->rotationCenterZ); ModelToWorld.Rotate(smf->xrotate, smf->yrotate, smf->zrotate, rotateOffset); ModelToWorld.Translate(smf->rotationCenterX, smf->rotationCenterY, smf->rotationCenterZ); } ModelToWorld.Scale(scaleFactorX, scaleFactorZ, scaleFactorY); // [BB] Apply zoffset here, needs to be scaled by 1 / smf->zscale, so that zoffset doesn't depend on the z-scaling. ModelToWorld.Translate(0., smf->zoffset / smf->zscale, 0.); if (!gl_light_models) { gl_RenderFrameModels( smf, spr->actor->state, spr->actor->tics, RUNTIME_TYPE(spr->actor), cm, &ModelToWorld, NULL, translation ); } else { // The normal transform matrix only contains the inverse rotations and scalings but not the translations NormalTransform.MakeIdentity(); NormalTransform.Scale(1.f/scaleFactorX, 1.f/scaleFactorZ, 1.f/scaleFactorY); if( smf->flags & MDL_ROTATING ) NormalTransform.Rotate(smf->xrotate, smf->yrotate, smf->zrotate, -rotateOffset); if (pitch != 0) NormalTransform.Rotate(0,0,1,-pitch); if (angle != 0) NormalTransform.Rotate(0,1,0, angle); gl_RenderFrameModels( smf, spr->actor->state, spr->actor->tics, RUNTIME_TYPE(spr->actor), cm, &ModelToWorld, &NormalTransform, translation ); } } gl.MatrixMode(GL_MODELVIEW); gl.PopMatrix(); gl.DepthFunc(GL_LESS); if (!( spr->actor->RenderStyle == LegacyRenderStyles[STYLE_Normal] )) gl.Disable(GL_CULL_FACE); }