gzdoom-gles/src/p_pspr.h

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// 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.
#include "thingdef/thingdef.h"
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#define WEAPONBOTTOM 128.
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// [RH] +0x6000 helps it meet the screen bottom
// at higher resolutions while still being in
// the right spot at 320x200.
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#define WEAPONTOP (32+6./16)
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class AInventory;
class FArchive;
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//
// Overlay psprites are scaled shapes
// drawn directly on the view screen,
// coordinates are given for a 320*200 view screen.
//
enum psprnum_t // These are all called by the owner's ReadyWeapon.
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{
ps_weapon = 1,
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ps_flash,
ps_targetcenter,
ps_targetleft,
ps_targetright,
NUMPSPRITES
};
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enum PSPFlags
{
PSPF_ADDWEAPON = 1 << 0,
PSPF_ADDBOB = 1 << 1,
};
class DPSprite : public DObject
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{
DECLARE_CLASS (DPSprite, DObject)
HAS_OBJECT_POINTERS
public:
DPSprite(player_t *owner, AInventory *caller, int id);
static void NewTick();
void SetState(FState *newstate, bool pending = false);
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int GetID() const { return ID; }
int GetSprite() const { return Sprite; }
int GetFrame() const { return Frame; }
FState* GetState() const { return State; }
DPSprite* GetNext() { return Next; }
AInventory* GetCaller() { return Caller; }
double x, y;
double oldx, oldy;
bool firstTic;
int Tics;
int Flags;
private:
DPSprite () {}
void Serialize(FArchive &arc);
void Tick();
void Destroy();
TObjPtr<AInventory> Caller;
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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);
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};
void P_NewPspriteTick();
void P_CalcSwing (player_t *player);
void P_SetPsprite(player_t *player, psprnum_t id, FState *state, bool pending = false);
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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);
void P_GunShot (AActor *mo, bool accurate, PClassActor *pufftype, DAngle pitch);
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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);
DECLARE_ACTION(A_Raise)
void A_ReFire(AActor *self, FState *state = NULL);
#endif // __P_PSPR_H__