/* Emacs style mode select -*- C++ -*- *----------------------------------------------------------------------------- * * * PrBoom a Doom port merged with LxDoom and LSDLDoom * based on BOOM, a modified and improved DOOM engine * Copyright (C) 1999 by * id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman * Copyright (C) 1999-2000 by * Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze * * 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 2 * 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, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA * 02111-1307, USA. * * DESCRIPTION: * Sprite animation. * *-----------------------------------------------------------------------------*/ #ifndef __P_PSPR__ #define __P_PSPR__ /* Basic data types. * Needs fixed point, and BAM angles. */ #include "m_fixed.h" #include "tables.h" /* Needs to include the precompiled sprite animation tables. * * Header generated by multigen utility. * This includes all the data for thing animation, * i.e. the Thing Atrributes table and the Frame Sequence table. */ #include "info.h" #ifdef __GNUG__ #pragma interface #endif /* * Frame flags: * handles maximum brightness (torches, muzzle flare, light sources) */ #define FF_FULLBRIGHT 0x8000 /* flag in thing->frame */ #define FF_FRAMEMASK 0x7fff /* * Overlay psprites are scaled shapes * drawn directly on the view screen, * coordinates are given for a 320*200 view screen. */ enum { ps_weapon, ps_flash, NUMPSPRITES }; typedef unsigned psprnum_t; typedef struct { state_t *state; /* a NULL state means not active */ int tics; fixed_t sx; fixed_t sy; } pspdef_t; extern int weapon_preferences[2][NUMWEAPONS+1]; /* killough 5/2/98 */ int P_WeaponPreferred(int w1, int w2); struct player_s; int P_SwitchWeapon(struct player_s *player); boolean P_CheckAmmo(struct player_s *player); void P_SetupPsprites(struct player_s *curplayer); void P_MovePsprites(struct player_s *curplayer); void P_DropWeapon(struct player_s *player); #endif