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p_pspr.h
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p_pspr.h
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//
// Copyright (C) 1993-1996 Id Software, Inc.
// Copyright (C) 2016-2017 Alexey Khokholov (Nuke.YKT)
// Copyright (C) 2017 Alexandre-Xavier Labonté-Lamoureux
//
// 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.
//
// DESCRIPTION:
// Sprite animation.
//
#ifndef __P_PSPR__
#define __P_PSPR__
// Basic data types.
// Needs fixed point, and BAM angles.
#include "doomdef.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"
//
// 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.
//
typedef enum
{
ps_weapon,
ps_flash,
NUMPSPRITES
} psprnum_t;
typedef struct
{
state_t* state; // a NULL state means not active
int tics;
fixed_t sx;
fixed_t sy;
} pspdef_t;
// Weapon info: sprite frames, ammunition use.
typedef struct
{
ammotype_t ammo;
int upstate;
int downstate;
int readystate;
int atkstate;
int flashstate;
} weaponinfo_t;
extern weaponinfo_t weaponinfo[NUMWEAPONS];
#endif