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66d28a24b8
Needless to say, this is simply too volatile and would require constant active maintenance, not to mention a huge amount of work up front to get going. It also hid a nasty problem with the Destroy method. Due to the way the garbage collector works, Destroy cannot be exposed to scripts as-is. It may be called from scripts but it may not be overridden from scripts because the garbage collector can call this function after all data needed for calling a scripted override has already been destroyed because if that data is also being collected there is no guarantee that proper order of destruction is observed. So for now Destroy is just a normal native method to scripted classes
122 lines
3.2 KiB
C++
122 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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#define WEAPONBOTTOM 128.
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#define WEAPONTOP 32.
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#define WEAPON_FUDGE_Y 0.375
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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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void ResetInterpolation() { oldx = x; oldy = y; }
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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() override;
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public: // must be public to be able to generate the field export tables. Grrr...
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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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AActor *P_AimTarget(AActor *mo);
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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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