// 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__ #include "r_data/renderstyle.h" // Basic data types. // Needs fixed point, and BAM angles. #define WEAPONBOTTOM 128. #define WEAPONTOP 32. #define WEAPON_FUDGE_Y 0.375 class AInventory; struct FTranslatedLineTarget; // // 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_ALPHA = 1 << 4, PSPF_RENDERSTYLE = 1 << 5, PSPF_FLIP = 1 << 6, PSPF_FORCEALPHA = 1 << 7, PSPF_FORCESTYLE = 1 << 8, }; 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; } void OnDestroy() override; std::pair GetRenderStyle(FRenderStyle ownerstyle, double owneralpha); double x, y, alpha; double oldx, oldy; bool firstTic; int Tics; int Flags; FRenderStyle Renderstyle; private: DPSprite () {} void Serialize(FSerializer &arc); void Tick(); public: // must be public to be able to generate the field export tables. Grrr... TObjPtr Caller; TObjPtr 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 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__