mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-17 01:32:19 +00:00
c412b42703
- The stat meters now return an FString instead of sprintfing into a fixed output buffer. - NOASM is now automatically defined when compiling for a non-x86 target. - Some changes have been made to the integral types in doomtype.h: - For consistancy with the other integral types, byte is no longer a synonym for BYTE. - Most uses of BOOL have been change to the standard C++ bool type. Those that weren't were changed to INTBOOL to indicate they may contain values other than 0 or 1 but are still used as a boolean. - Compiler-provided types with explicit bit sizes are now used. In particular, DWORD is no longer a long so it will work with both 64-bit Windows and Linux. - Since some files need to include Windows headers, uint32 is a synonym for the non-Windows version of DWORD. - Removed d_textur.h. The pic_t struct it defined was used nowhere, and that was all it contained. SVN r326 (trunk)
108 lines
2.7 KiB
C++
108 lines
2.7 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 "m_fixed.h"
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#include "tables.h"
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//
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// Needs to include the precompiled
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// sprite animation tables.
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// Header generated by multigen utility.
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// This includes all the data for thing animation,
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// i.e. the Thing Atrributes table
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// and the Frame Sequence table.
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#include "info.h"
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#define WEAPONBOTTOM 128*FRACUNIT
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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*FRACUNIT+0x6000)
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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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typedef enum
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{
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ps_weapon,
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ps_flash,
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ps_targetcenter,
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ps_targetleft,
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ps_targetright,
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NUMPSPRITES
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} psprnum_t;
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inline FArchive &operator<< (FArchive &arc, psprnum_t &i)
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{
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BYTE val = (BYTE)i;
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arc << val;
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i = (psprnum_t)val;
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return arc;
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}
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typedef struct pspdef_s
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{
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FState* state; // a NULL state means not active
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int tics;
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fixed_t sx;
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fixed_t sy;
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} pspdef_t;
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FArchive &operator<< (FArchive &, pspdef_t &);
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class player_s;
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void P_SetPsprite (player_s *player, int position, FState *state);
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void P_SetPspriteNF (player_s *player, int position, FState *state);
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void P_CalcSwing (player_s *player);
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void P_BringUpWeapon (player_s *player);
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void P_FireWeapon (player_s *player);
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void P_DropWeapon (player_s *player);
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void P_BobWeapon (player_s *player, pspdef_t *psp, fixed_t *x, fixed_t *y);
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void P_BulletSlope (AActor *mo);
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void P_GunShot (AActor *mo, bool accurate, const PClass *pufftype);
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void A_WeaponReady (AActor *actor);
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void A_ReFire (AActor *actor);
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void A_CheckReload (AActor *actor);
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void A_Lower (AActor *actor);
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void A_Raise (AActor *actor);
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void A_GunFlash (AActor *actor);
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void A_Light0 (AActor *actor);
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void A_Light1 (AActor *actor);
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void A_Light2 (AActor *actor);
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extern angle_t bulletpitch;
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#endif // __P_PSPR_H__
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