vkdoom_m/src/p_pspr.h
Christoph Oelckers bd7476fb8d - untangled r_defs.h from actor.h
Both files can now be included independently without causing problems.
This also required moving some inline functions into separate files and splitting off the GC definitions from dobject.h to ensure that r_defs does not need to pull in any part of the object hierarchy.
2017-03-10 02:22:42 +01:00

129 lines
3.4 KiB
C++

// 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.
#define WEAPONBOTTOM 128.
#define WEAPONTOP 32.
#define WEAPON_FUDGE_Y 0.375
class AInventory;
struct FTranslatedLineTarget;
//
// Overlay psprites are scaled shapes
// drawn directly on the view screen,
// coordinates are given for a 320*200 view screen.
//
enum PSPLayers
{
PSP_STRIFEHANDS = -1,
PSP_WEAPON = 1,
PSP_FLASH = 1000,
PSP_TARGETCENTER = INT_MAX - 2,
PSP_TARGETLEFT,
PSP_TARGETRIGHT,
};
enum PSPFlags
{
PSPF_ADDWEAPON = 1 << 0,
PSPF_ADDBOB = 1 << 1,
PSPF_POWDOUBLE = 1 << 2,
PSPF_CVARFAST = 1 << 3,
PSPF_ALPHA = 1 << 4,
PSPF_RENDERSTYLE = 1 << 5,
PSPF_FLIP = 1 << 6,
PSPF_FORCEALPHA = 1 << 7,
PSPF_FORCESTYLE = 1 << 8,
};
class DPSprite : public DObject
{
DECLARE_CLASS (DPSprite, DObject)
HAS_OBJECT_POINTERS
public:
DPSprite(player_t *owner, AActor *caller, int id);
static void NewTick();
void SetState(FState *newstate, bool pending = false);
int GetID() const { return ID; }
int GetSprite() const { return Sprite; }
int GetFrame() const { return Frame; }
int GetTics() const { return Tics; }
FState* GetState() const { return State; }
DPSprite* GetNext() { return Next; }
AActor* GetCaller() { return Caller; }
void SetCaller(AActor *newcaller) { Caller = newcaller; }
void ResetInterpolation() { oldx = x; oldy = y; }
void OnDestroy() override;
double x, y, alpha;
double oldx, oldy;
bool firstTic;
int Tics;
int Flags;
int RenderStyle;
private:
DPSprite () {}
void Serialize(FSerializer &arc);
void Tick();
public: // must be public to be able to generate the field export tables. Grrr...
TObjPtr<AActor*> Caller;
TObjPtr<DPSprite*> Next;
player_t *Owner;
FState *State;
int Sprite;
int Frame;
int ID;
bool processPending; // true: waiting for periodic processing on this tick
friend class player_t;
friend void CopyPlayer(player_t *dst, player_t *src, const char *name);
};
void P_NewPspriteTick();
void P_CalcSwing (player_t *player);
void P_SetPsprite(player_t *player, PSPLayers id, FState *state, bool pending = false);
void P_BringUpWeapon (player_t *player);
void P_FireWeapon (player_t *player);
void P_DropWeapon (player_t *player);
void P_BobWeapon (player_t *player, float *x, float *y, double ticfrac);
DAngle P_BulletSlope (AActor *mo, FTranslatedLineTarget *pLineTarget = NULL, int aimflags = 0);
AActor *P_AimTarget(AActor *mo);
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);
void A_ReFire(AActor *self, FState *state = NULL);
#endif // __P_PSPR_H__