// 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 "tables.h" #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) // // Overlay psprites are scaled shapes // drawn directly on the view screen, // coordinates are given for a 320*200 view screen. // typedef enum { ps_weapon, ps_flash, ps_targetcenter, ps_targetleft, ps_targetright, NUMPSPRITES } psprnum_t; /* inline FArchive &operator<< (FArchive &arc, psprnum_t &i) { BYTE val = (BYTE)i; arc << val; i = (psprnum_t)val; return arc; } */ struct pspdef_t { FState* state; // a NULL state means not active int tics; double sx; double sy; int sprite; int frame; bool processPending; // true: waiting for periodic processing on this tick }; class FArchive; FArchive &operator<< (FArchive &, pspdef_t &); class player_t; class AActor; struct FState; void P_NewPspriteTick(); void P_SetPsprite (player_t *player, int position, FState *state, bool nofunction=false); void P_CalcSwing (player_t *player); void P_BringUpWeapon (player_t *player); void P_FireWeapon (player_t *player); void P_DropWeapon (player_t *player); void P_BobWeapon (player_t *player, pspdef_t *psp, fixed_t *x, fixed_t *y); 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__