- panel.h cleanup.

This commit is contained in:
Christoph Oelckers 2021-12-31 13:49:34 +01:00
parent 12c63d2337
commit 994a575435
3 changed files with 131 additions and 118 deletions

View file

@ -373,8 +373,8 @@ typedef struct STATEstruct STATE, *STATEp, * *STATEpp;
//struct PIC_STATEstruct;
//typedef struct PIC_STATEstruct PIC_STATE, *PIC_STATEp;
struct PANEL_STATEstruct;
typedef struct PANEL_STATEstruct PANEL_STATE, *PANEL_STATEp;
struct PANEL_STATE;
typedef struct PANEL_STATE *PANEL_STATEp;
struct PLAYERstruct;
typedef struct PLAYERstruct PLAYER, *PLAYERp;
@ -388,8 +388,8 @@ typedef struct ATTRIBUTEstruct ATTRIBUTE, *ATTRIBUTEp;
struct SECTOR_OBJECTstruct;
typedef struct SECTOR_OBJECTstruct SECTOR_OBJECT, *SECTOR_OBJECTp;
struct PANEL_SPRITEstruct;
typedef struct PANEL_SPRITEstruct PANEL_SPRITE, *PANEL_SPRITEp;
struct PANEL_SPRITE;
typedef struct PANEL_SPRITE *PANEL_SPRITEp;
struct ANIMstruct;
typedef struct ANIMstruct ANIM, *ANIMp;

View file

@ -32,11 +32,14 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
BEGIN_SW_NS
#define PRI_FRONT_MAX 250
#define PRI_FRONT 192
#define PRI_MID 128
#define PRI_BACK 64
#define PRI_BACK_MAX 0
enum
{
PRI_FRONT_MAX = 250,
PRI_FRONT = 192,
PRI_MID = 128,
PRI_BACK = 64,
PRI_BACK_MAX = 0
};
#define MAKE_CONPIC_ENUM
enum conpic_id
@ -48,135 +51,145 @@ typedef enum conpic_id CONPIC_ID;
enum PanelSpriteIDs
{
ID_BORDER_TOP = 1, ID_BORDER_BOTTOM, ID_BORDER_LEFT, ID_BORDER_RIGHT, ID_BORDER_SHADE,
ID_PANEL_BORDER_LEFT, ID_PANEL_BORDER_RIGHT,
ID_TEXT, ID_TEXT2, ID_TEXT3, ID_TEXT4
ID_BORDER_TOP = 1, ID_BORDER_BOTTOM, ID_BORDER_LEFT, ID_BORDER_RIGHT, ID_BORDER_SHADE,
ID_PANEL_BORDER_LEFT, ID_PANEL_BORDER_RIGHT,
ID_TEXT, ID_TEXT2, ID_TEXT3, ID_TEXT4
};
struct PANEL_STATEstruct
struct PANEL_STATE
{
short picndx; // for pip stuff in conpic.h
int tics;
void (*Animator)(PANEL_SPRITEp); // JBF: return type was long
PANEL_STATEp NextState;
uint32_t flags;
uint8_t xvel;
uint8_t yvel;
short picndx; // for pip stuff in conpic.h
int tics;
void (*Animator)(PANEL_SPRITEp); // JBF: return type was long
PANEL_STATEp NextState;
uint32_t flags;
uint8_t xvel;
uint8_t yvel;
};
#define PANF_PRIMARY (BIT(0)) // denotes primary weapon
#define PANF_SECONDARY (BIT(1)) // denotes secondary weapon
#define PANF_BOB (BIT(2))
#define PANF_REST_POS (BIT(3)) // used for certain weapons - fireball
#define PANF_RELOAD (BIT(4)) // reload flag used for uzi
#define PANF_TRANS_FLIP (BIT(5)) // translucent flip - matches rotate sprite
#define PANF_ACTION_POS (BIT(6)) // used for certain weapons - fireball
#define PANF_WEAPON_HIDE (BIT(7)) // hide when climbing/driving
#define PANF_TRANSLUCENT (BIT(8)) // turn invisible
#define PANF_INVISIBLE (BIT(9)) // turn invisible
#define PANF_DEATH_HIDE (BIT(10)) // hide done when dead
#define PANF_SCREEN_CLIP (BIT(12)) // maintain aspect to the screen
#define PANF_IGNORE_START_MOST (BIT(14)) // maintain aspect to the screen
#define PANF_XFLIP (BIT(15)) // xflip
#define PANF_SUICIDE (BIT(16)) // kill myself
#define PANF_WEAPON_SPRITE (BIT(17)) // its a weapon sprite - for V mode
#define PANF_CORNER (BIT(18)) // draw from the corner
#define PANF_NOT_IN_VIEW (BIT(19)) // not in view
#define PANF_UNHIDE_SHOOT (BIT(20)) // shoot after un-hiding a weapon
#define PANF_JUMPING (BIT(21))
#define PANF_FALLING (BIT(22))
#define PANF_DRAW_BEFORE_VIEW (BIT(30)) // draw before drawrooms
enum
{
PANF_PRIMARY = (BIT(0)), // denotes primary weapon
PANF_SECONDARY = (BIT(1)), // denotes secondary weapon
PANF_BOB = (BIT(2)),
PANF_REST_POS = (BIT(3)), // used for certain weapons - fireball
PANF_RELOAD = (BIT(4)), // reload flag used for uzi
PANF_TRANS_FLIP = (BIT(5)), // translucent flip - matches rotate sprite
PANF_ACTION_POS = (BIT(6)), // used for certain weapons - fireball
PANF_WEAPON_HIDE = (BIT(7)), // hide when climbing/driving
PANF_TRANSLUCENT = (BIT(8)), // turn invisible
PANF_INVISIBLE = (BIT(9)), // turn invisible
PANF_DEATH_HIDE = (BIT(10)), // hide done when dead
PANF_SCREEN_CLIP = (BIT(12)), // maintain aspect to the screen
PANF_IGNORE_START_MOST = (BIT(14)), // maintain aspect to the screen
PANF_XFLIP = (BIT(15)), // xflip
PANF_SUICIDE = (BIT(16)), // kill myself
PANF_WEAPON_SPRITE = (BIT(17)), // its a weapon sprite - for V mode
PANF_CORNER = (BIT(18)), // draw from the corner
PANF_NOT_IN_VIEW = (BIT(19)), // not in view
PANF_UNHIDE_SHOOT = (BIT(20)), // shoot after un-hiding a weapon
PANF_JUMPING = (BIT(21)),
PANF_FALLING = (BIT(22)),
PANF_DRAW_BEFORE_VIEW = (BIT(30)), // draw before drawrooms
};
typedef void (*PANEL_SPRITE_FUNCp)(PANEL_SPRITEp);
typedef struct
struct PANEL_SPRITE_OVERLAY
{
PANEL_STATEp State;
int flags;
short tics;
short pic;
short xoff; // from panel sprite center x
short yoff; // from panel sprite center y
} PANEL_SPRITE_OVERLAY, *PANEL_SPRITE_OVERLAYp;
struct PANEL_SPRITEstruct
{
PANEL_SPRITEp Next, Prev;
PANEL_SPRITEp sibling;
PANEL_STATEp State, RetractState, PresentState, ActionState, RestState;
PLAYERp PlayerP;
DVector2 pos, opos, bobpos;
PANEL_SPRITE_OVERLAY over[8];
PANEL_SPRITE_FUNCp PanelSpriteFunc;
short ID; // id for finding sprite types on the list
short picndx; // for pip stuff in conpic.h
short picnum; // bypass pip stuff in conpic.h
short vel, vel_adj;
int flags, priority;
int scale;
int jump_speed, jump_grav; // jumping vars
int xspeed;
short tics, delay; // time vars
short ang, rotate_ang;
short sin_ndx, sin_amt, sin_arc_speed;
double bob_height_divider;
short shade, pal;
short kill_tics;
short WeaponType; // remember my own weapon type for weapons with secondary function
// Inline helpers.
void backupx() { opos.X = pos.X; };
void backupy() { opos.Y = pos.Y; };
void backupcoords() { opos = pos; };
void backupbobx() { bobpos.X = pos.X; };
void backupboby() { bobpos.Y = pos.Y; };
void backupbobcoords() { bobpos = pos; };
PANEL_STATEp State;
int flags;
short tics;
short pic;
short xoff; // from panel sprite center x
short yoff; // from panel sprite center y
};
typedef struct
struct PANEL_SPRITE
{
PANEL_STATEp pstate;
short state_size;
} PANEL_STATE_TABLE, *PANEL_STATE_TABLEp;
PANEL_SPRITE* Next, * Prev;
PANEL_SPRITE* sibling;
PANEL_STATEp State, RetractState, PresentState, ActionState, RestState;
PLAYERp PlayerP;
DVector2 pos, opos, bobpos;
PANEL_SPRITE_OVERLAY over[8];
PANEL_SPRITE_FUNCp PanelSpriteFunc;
short ID; // id for finding sprite types on the list
short picndx; // for pip stuff in conpic.h
short picnum; // bypass pip stuff in conpic.h
short vel, vel_adj;
int flags, priority;
int scale;
int jump_speed, jump_grav; // jumping vars
int xspeed;
short tics, delay; // time vars
short ang, rotate_ang;
short sin_ndx, sin_amt, sin_arc_speed;
double bob_height_divider;
short shade, pal;
short kill_tics;
short WeaponType; // remember my own weapon type for weapons with secondary function
// Inline helpers.
void backupx() { opos.X = pos.X; };
void backupy() { opos.Y = pos.Y; };
void backupcoords() { opos = pos; };
void backupbobx() { bobpos.X = pos.X; };
void backupboby() { bobpos.Y = pos.Y; };
void backupbobcoords() { bobpos = pos; };
};
struct PANEL_STATE_TABLE
{
PANEL_STATEp pstate;
short state_size;
};
extern PANEL_STATE_TABLE PanelStateTable[];
// Panel State flags - also used for
#define psf_Invisible BIT(16)
#define psf_QuickCall BIT(23)
#define psf_Xflip BIT(24)
#define psf_ShadeHalf BIT(25)
#define psf_ShadeNone BIT(26)
enum
{
psf_Invisible = BIT(16),
psf_QuickCall = BIT(23),
psf_Xflip = BIT(24),
psf_ShadeHalf = BIT(25),
psf_ShadeNone = BIT(26),
};
enum BorderTypes
{
BORDER_NONE = 0,
BORDER_MINI_BAR = 1,
BORDER_BAR = 2
BORDER_NONE = 0,
BORDER_MINI_BAR = 1,
BORDER_BAR = 2
};
#define MICRO_SIGHT_NUM 0
#define MICRO_SIGHT 2075
enum
{
MICRO_SIGHT_NUM = 0,
MICRO_SIGHT = 2075,
MICRO_SHOT_NUM = 2,
MICRO_SHOT_20 = 2076,
MICRO_SHOT_1 = 2077,
MICRO_HEAT_NUM = 1,
MICRO_HEAT = 2084,
UZI_COPEN = 2040,
UZI_CCLOSED = 2041,
UZI_CLIT = 2042,
UZI_CRELOAD = 2043,
HEAD_MODE1 = 2055,
HEAD_MODE2 = 2056,
HEAD_MODE3 = 2057,
SHOTGUN_AUTO_NUM = 0,
SHOTGUN_AUTO = 2078,
};
#define MICRO_SHOT_NUM 2
#define MICRO_SHOT_20 2076
#define MICRO_SHOT_1 2077
#define MICRO_HEAT_NUM 1
#define MICRO_HEAT 2084
#define UZI_COPEN 2040
#define UZI_CCLOSED 2041
#define UZI_CLIT 2042
#define UZI_CRELOAD 2043
#define HEAD_MODE1 2055
#define HEAD_MODE2 2056
#define HEAD_MODE3 2057
#define SHOTGUN_AUTO_NUM 0
#define SHOTGUN_AUTO 2078
PANEL_SPRITEp pSpawnSprite(PLAYERp pp, PANEL_STATEp state, uint8_t priority, double x, double y);
void pSetSuicide(PANEL_SPRITEp psp);

View file

@ -309,9 +309,9 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PANEL_SPRITE_OVERL
//
//---------------------------------------------------------------------------
FSerializer& Serialize(FSerializer& arc, const char* keyname, PANEL_SPRITEstruct& w, PANEL_SPRITEstruct* def)
FSerializer& Serialize(FSerializer& arc, const char* keyname, PANEL_SPRITE& w, PANEL_SPRITE* def)
{
static PANEL_SPRITEstruct nul;
static PANEL_SPRITE nul;
if (!def)
{
def = &nul;