/
p_pspr.h
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/
p_pspr.h
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//-----------------------------------------------------------------------------
//
// Copyright 1993-1996 id Software
// Copyright 1994-1996 Raven Software
// Copyright 1999-2016 Randy Heit
// Copyright 2002-2016 Christoph Oelckers
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
//
// DESCRIPTION:
// Sprite animation.
//
//-----------------------------------------------------------------------------
#ifndef __P_PSPR_H__
#define __P_PSPR_H__
#include "renderstyle.h"
// Basic data types.
// Needs fixed point, and BAM angles.
#define WEAPONBOTTOM 128.
#define WEAPONTOP 32.
#define WEAPON_FUDGE_Y 0.375
struct FTranslatedLineTarget;
struct FState;
class player_t;
//
// 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,
PSPF_MIRROR = 1 << 9,
PSPF_PLAYERTRANSLATED = 1 << 10,
PSPF_PIVOTPERCENT = 1 << 11,
};
enum PSPAlign
{
PSPA_TOP = 0,
PSPA_CENTER,
PSPA_BOTTOM,
PSPA_LEFT = PSPA_TOP,
PSPA_RIGHT = 2
};
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; }
uint32_t GetTranslation() { return Translation; }
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;
std::pair<FRenderStyle, float> GetRenderStyle(FRenderStyle ownerstyle, double owneralpha);
float GetYAdjust(bool fullscreen);
int HAlign, VAlign; // Horizontal and vertical alignment
bool PivotPercent; // If true, the pivot goes between [0.0, 1.0]. Otherwise, it's a pixel position offset from the image size.
double px, py; // pivot points
double rotation; // How much rotation to apply.
double oldrotation;
double scalex, scaley; // Scale
double oldscalex, oldscaley;
double x, y, alpha;
double oldx, oldy;
DVector2 Coord[4];
bool firstTic;
int Tics;
uint32_t Translation;
int Flags;
FRenderStyle Renderstyle;
private:
DPSprite () {}
void Serialize(FSerializer &arc);
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_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 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__