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84 lines
2.5 KiB
C
84 lines
2.5 KiB
C
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __P_PSPR__
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#define __P_PSPR__
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// Basic data types.
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// Needs fixed point, and BAM angles.
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#include "m_fixed.h"
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#include "tables.h"
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//
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// Needs to include the precompiled
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// sprite animation tables.
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// Header generated by multigen utility.
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// This includes all the data for thing animation,
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// i.e. the Thing Atrributes table
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// and the Frame Sequence table.
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#include "info.h"
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#ifdef __GNUG__
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#pragma interface
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#endif
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//
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// Frame flags:
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// handles maximum brightness (torches, muzzle flare, light sources)
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//
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#define FF_FULLBRIGHT 0x8000 // flag in thing->frame
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#define FF_FRAMEMASK 0x7fff
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//
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// Overlay psprites are scaled shapes
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// drawn directly on the view screen,
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// coordinates are given for a 320*200 view screen.
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//
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typedef enum
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{
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ps_weapon,
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ps_flash,
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NUMPSPRITES
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} psprnum_t;
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typedef struct
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{
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const state_t* state; // a NULL state means not active
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int tics;
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fixed_t sx;
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fixed_t sy;
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} pspdef_t;
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#endif
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