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https://github.com/ZDoom/gzdoom-gles.git
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b1a83bfd26
* everything related to scripting is now placed in a subdirectory 'scripting', which itself is separated into DECORATE, ZSCRIPT, the VM and code generation. * a few items have been moved to different headers so that the DECORATE parser definitions can mostly be kept local. The only exception at the moment is the flags interface on which 3 source files depend.
125 lines
3.2 KiB
C++
125 lines
3.2 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// DESCRIPTION:
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// Sprite animation.
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//
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//-----------------------------------------------------------------------------
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#ifndef __P_PSPR_H__
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#define __P_PSPR_H__
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// Basic data types.
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// Needs fixed point, and BAM angles.
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//#include "vm.h"
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#define WEAPONBOTTOM 128.
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// [RH] +0x6000 helps it meet the screen bottom
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// at higher resolutions while still being in
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// the right spot at 320x200.
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#define WEAPONTOP (32+6./16)
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class AInventory;
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//
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// Overlay psprites are scaled shapes
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// drawn directly on the view screen,
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// coordinates are given for a 320*200 view screen.
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//
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enum PSPLayers
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{
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PSP_STRIFEHANDS = -1,
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PSP_WEAPON = 1,
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PSP_FLASH = 1000,
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PSP_TARGETCENTER = INT_MAX - 2,
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PSP_TARGETLEFT,
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PSP_TARGETRIGHT,
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};
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enum PSPFlags
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{
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PSPF_ADDWEAPON = 1 << 0,
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PSPF_ADDBOB = 1 << 1,
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PSPF_POWDOUBLE = 1 << 2,
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PSPF_CVARFAST = 1 << 3,
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PSPF_FLIP = 1 << 6,
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};
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class DPSprite : public DObject
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{
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DECLARE_CLASS (DPSprite, DObject)
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HAS_OBJECT_POINTERS
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public:
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DPSprite(player_t *owner, AActor *caller, int id);
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static void NewTick();
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void SetState(FState *newstate, bool pending = false);
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int GetID() const { return ID; }
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int GetSprite() const { return Sprite; }
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int GetFrame() const { return Frame; }
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FState* GetState() const { return State; }
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DPSprite* GetNext() { return Next; }
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AActor* GetCaller() { return Caller; }
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void SetCaller(AActor *newcaller) { Caller = newcaller; }
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double x, y;
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double oldx, oldy;
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bool firstTic;
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int Tics;
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int Flags;
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private:
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DPSprite () {}
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void Serialize(FSerializer &arc);
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void Tick();
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void Destroy();
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TObjPtr<AActor> Caller;
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TObjPtr<DPSprite> Next;
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player_t *Owner;
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FState *State;
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int Sprite;
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int Frame;
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int ID;
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bool processPending; // true: waiting for periodic processing on this tick
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friend class player_t;
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friend void CopyPlayer(player_t *dst, player_t *src, const char *name);
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};
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void P_NewPspriteTick();
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void P_CalcSwing (player_t *player);
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void P_SetPsprite(player_t *player, PSPLayers id, FState *state, bool pending = false);
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void P_BringUpWeapon (player_t *player);
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void P_FireWeapon (player_t *player);
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void P_DropWeapon (player_t *player);
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void P_BobWeapon (player_t *player, float *x, float *y, double ticfrac);
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DAngle P_BulletSlope (AActor *mo, FTranslatedLineTarget *pLineTarget = NULL, int aimflags = 0);
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void P_GunShot (AActor *mo, bool accurate, PClassActor *pufftype, DAngle pitch);
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void DoReadyWeapon(AActor *self);
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void DoReadyWeaponToBob(AActor *self);
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void DoReadyWeaponToFire(AActor *self, bool primary = true, bool secondary = true);
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void DoReadyWeaponToSwitch(AActor *self, bool switchable = true);
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void A_ReFire(AActor *self, FState *state = NULL);
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#endif // __P_PSPR_H__
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