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/* 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:
 *  Something to do with weapon sprite frames. Don't ask me.
 *
 *-----------------------------------------------------------------------------
 */

// We are referring to sprite numbers.
#include "doomtype.h"
#include "info.h"

#ifdef __GNUG__
#pragma implementation "d_items.h"
#endif
#include "d_items.h"


//
// PSPRITE ACTIONS for waepons.
// This struct controls the weapon animations.
//
// Each entry is:
//  ammo/amunition type
//  upstate
//  downstate
//  readystate
//  atkstate, i.e. attack/fire/hit frame
//  flashstate, muzzle flash
//
weaponinfo_t    weaponinfo[NUMWEAPONS] =
   {
      {
         // fist
         am_noammo,
         S_PUNCHUP,
         S_PUNCHDOWN,
         S_PUNCH,
         S_PUNCH1,
         S_NULL
      },
      {
         // pistol
         am_clip,
         S_PISTOLUP,
         S_PISTOLDOWN,
         S_PISTOL,
         S_PISTOL1,
         S_PISTOLFLASH
      },
      {
         // shotgun
         am_shell,
         S_SGUNUP,
         S_SGUNDOWN,
         S_SGUN,
         S_SGUN1,
         S_SGUNFLASH1
      },
      {
         // chaingun
         am_clip,
         S_CHAINUP,
         S_CHAINDOWN,
         S_CHAIN,
         S_CHAIN1,
         S_CHAINFLASH1
      },
      {
         // missile launcher
         am_misl,
         S_MISSILEUP,
         S_MISSILEDOWN,
         S_MISSILE,
         S_MISSILE1,
         S_MISSILEFLASH1
      },
      {
         // plasma rifle
         am_cell,
         S_PLASMAUP,
         S_PLASMADOWN,
         S_PLASMA,
         S_PLASMA1,
         S_PLASMAFLASH1
      },
      {
         // bfg 9000
         am_cell,
         S_BFGUP,
         S_BFGDOWN,
         S_BFG,
         S_BFG1,
         S_BFGFLASH1
      },
      {
         // chainsaw
         am_noammo,
         S_SAWUP,
         S_SAWDOWN,
         S_SAW,
         S_SAW1,
         S_NULL
      },
      {
         // super shotgun
         am_shell,
         S_DSGUNUP,
         S_DSGUNDOWN,
         S_DSGUN,
         S_DSGUN1,
         S_DSGUNFLASH1
      },
   };