// 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" #define WEAPONBOTTOM 128. // [RH] +0x6000 helps it meet the screen bottom // at higher resolutions while still being in // the right spot at 320x200. #define WEAPONTOP (32+6./16) class AInventory; class FArchive; // // 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. { ps_weapon = 1, ps_flash, ps_targetcenter, ps_targetleft, ps_targetright, NUMPSPRITES }; enum PSPFlags { PSPF_ADDWEAPON = 1 << 0, PSPF_ADDBOB = 1 << 1, }; class DPSprite : public DObject { 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); 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 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, psprnum_t 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); void P_GunShot (AActor *mo, bool accurate, PClassActor *pufftype, DAngle pitch); 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__