// Emacs style mode select	 -*- C++ -*- 
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
//	Sprite animation.
//
//-----------------------------------------------------------------------------


#ifndef __P_PSPR_H__
#define __P_PSPR_H__

// Basic data types.
// Needs fixed point, and BAM angles.

#define WEAPONBOTTOM			128.

#define WEAPONTOP				32.
#define WEAPON_FUDGE_Y			0.375
class AInventory;

//
// Overlay psprites are scaled shapes
// drawn directly on the view screen,
// coordinates are given for a 320*200 view screen.
//
enum PSPLayers
{
	PSP_STRIFEHANDS = -1,
	PSP_WEAPON = 1,
	PSP_FLASH = 1000,
	PSP_TARGETCENTER = INT_MAX - 2,
	PSP_TARGETLEFT,
	PSP_TARGETRIGHT,
};

enum PSPFlags
{
	PSPF_ADDWEAPON	= 1 << 0,
	PSPF_ADDBOB		= 1 << 1,
	PSPF_POWDOUBLE	= 1 << 2,
	PSPF_CVARFAST	= 1 << 3,
	PSPF_FLIP		= 1 << 6,
};

class DPSprite : public DObject
{
	DECLARE_CLASS (DPSprite, DObject)
	HAS_OBJECT_POINTERS
public:
	DPSprite(player_t *owner, AActor *caller, int id);

	static void NewTick();
	void SetState(FState *newstate, bool pending = false);

	int			GetID()		const { return ID; }
	int			GetSprite()	const { return Sprite; }
	int			GetFrame()	const { return Frame; }
	int			GetTics()   const {	return Tics; }
	FState*		GetState()	const { return State; }
	DPSprite*	GetNext()	      { return Next; }
	AActor*		GetCaller()	      { return Caller; }
	void		SetCaller(AActor *newcaller) { Caller = newcaller; }
	void		ResetInterpolation() { oldx = x; oldy = y; }

	double x, y;
	double oldx, oldy;
	bool firstTic;
	int Tics;
	int Flags;

private:
	DPSprite () {}

	void Serialize(FSerializer &arc);
	void Tick();
	void Destroy() override;

public:	// must be public to be able to generate the field export tables. Grrr...
	TObjPtr<AActor> Caller;
	TObjPtr<DPSprite> Next;
	player_t *Owner;
	FState *State;
	int Sprite;
	int Frame;
	int ID;
	bool processPending; // true: waiting for periodic processing on this tick

	friend class player_t;
	friend void CopyPlayer(player_t *dst, player_t *src, const char *name);
};

void P_NewPspriteTick();
void P_CalcSwing (player_t *player);
void P_SetPsprite(player_t *player, PSPLayers id, FState *state, bool pending = false);
void P_BringUpWeapon (player_t *player);
void P_FireWeapon (player_t *player);
void P_DropWeapon (player_t *player);
void P_BobWeapon (player_t *player, float *x, float *y, double ticfrac);
DAngle P_BulletSlope (AActor *mo, FTranslatedLineTarget *pLineTarget = NULL, int aimflags = 0);
AActor *P_AimTarget(AActor *mo);

void DoReadyWeapon(AActor *self);
void DoReadyWeaponToBob(AActor *self);
void DoReadyWeaponToFire(AActor *self, bool primary = true, bool secondary = true);
void DoReadyWeaponToSwitch(AActor *self, bool switchable = true);

void A_ReFire(AActor *self, FState *state = NULL);

#endif	// __P_PSPR_H__
