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a111c59286
- Flips the sprite's drawing and position over entirely. Automatically implies PSPF_FLIP.
138 lines
3.9 KiB
C++
138 lines
3.9 KiB
C++
//-----------------------------------------------------------------------------
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//
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// Copyright 1993-1996 id Software
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// Copyright 1994-1996 Raven Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2016 Christoph Oelckers
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program 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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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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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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#include "r_data/renderstyle.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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struct FTranslatedLineTarget;
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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_ALPHA = 1 << 4,
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PSPF_RENDERSTYLE = 1 << 5,
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PSPF_FLIP = 1 << 6,
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PSPF_FORCEALPHA = 1 << 7,
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PSPF_FORCESTYLE = 1 << 8,
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PSPF_MIRROR = 1 << 9,
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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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int GetTics() const { return Tics; }
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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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void OnDestroy() override;
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std::pair<FRenderStyle, float> GetRenderStyle(FRenderStyle ownerstyle, double owneralpha);
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double x, y, alpha;
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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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FRenderStyle Renderstyle;
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private:
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DPSprite () {}
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void Serialize(FSerializer &arc);
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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 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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