wolf3d-ios/wolf3d/code/wolf/wolf_sprites.h

430 lines
11 KiB
C

/*
Copyright (C) 2004 Michael Liebscher
Copyright (C) 2000-2002 by DarkOne the Hacker
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.
*/
/*
* wolf_sprites.h: Wolfenstein3-D sprite handling.
*
* Author: Michael Liebscher <johnnycanuck@users.sourceforge.net>
* Date: 2004
*
* Acknowledgement:
* Portion of this code was derived from NewWolf, and was originally
* written by DarkOne the Hacker.
*
* Portion of this code was derived from Wolfenstein3-D, and was originally
* written by Id Software, Inc.
*
*/
/*
Notes:
This module is implemented by wolf_sprites.c
*/
#ifndef __WOLF_SPRITES_H__
#define __WOLF_SPRITES_H__
//
// sprite constants
//
enum {
SPR_DEMO,
SPR_DEATHCAM,
//
// static sprites
//
SPR_STAT_0, SPR_STAT_1,SPR_STAT_2, SPR_STAT_3,
SPR_STAT_4, SPR_STAT_5,SPR_STAT_6, SPR_STAT_7,
SPR_STAT_8, SPR_STAT_9,SPR_STAT_10,SPR_STAT_11,
SPR_STAT_12,SPR_STAT_13,SPR_STAT_14,SPR_STAT_15,
SPR_STAT_16,SPR_STAT_17,SPR_STAT_18,SPR_STAT_19,
SPR_STAT_20,SPR_STAT_21,SPR_STAT_22,SPR_STAT_23,
SPR_STAT_24,SPR_STAT_25,SPR_STAT_26,SPR_STAT_27,
SPR_STAT_28,SPR_STAT_29,SPR_STAT_30,SPR_STAT_31,
SPR_STAT_32,SPR_STAT_33,SPR_STAT_34,SPR_STAT_35,
SPR_STAT_36,SPR_STAT_37,SPR_STAT_38,SPR_STAT_39,
SPR_STAT_40,SPR_STAT_41,SPR_STAT_42,SPR_STAT_43,
SPR_STAT_44,SPR_STAT_45,SPR_STAT_46,SPR_STAT_47,
SPR_STAT_48,SPR_STAT_49,SPR_STAT_50,SPR_STAT_51,
//
// Guard
//
SPR_GRD_S_1,SPR_GRD_S_2,SPR_GRD_S_3,SPR_GRD_S_4,
SPR_GRD_S_5,SPR_GRD_S_6,SPR_GRD_S_7,SPR_GRD_S_8,
SPR_GRD_W1_1,SPR_GRD_W1_2,SPR_GRD_W1_3,SPR_GRD_W1_4,
SPR_GRD_W1_5,SPR_GRD_W1_6,SPR_GRD_W1_7,SPR_GRD_W1_8,
SPR_GRD_W2_1,SPR_GRD_W2_2,SPR_GRD_W2_3,SPR_GRD_W2_4,
SPR_GRD_W2_5,SPR_GRD_W2_6,SPR_GRD_W2_7,SPR_GRD_W2_8,
SPR_GRD_W3_1,SPR_GRD_W3_2,SPR_GRD_W3_3,SPR_GRD_W3_4,
SPR_GRD_W3_5,SPR_GRD_W3_6,SPR_GRD_W3_7,SPR_GRD_W3_8,
SPR_GRD_W4_1,SPR_GRD_W4_2,SPR_GRD_W4_3,SPR_GRD_W4_4,
SPR_GRD_W4_5,SPR_GRD_W4_6,SPR_GRD_W4_7,SPR_GRD_W4_8,
SPR_GRD_PAIN_1,SPR_GRD_DIE_1,SPR_GRD_DIE_2,SPR_GRD_DIE_3,
SPR_GRD_PAIN_2,SPR_GRD_DEAD,
SPR_GRD_SHOOT1,SPR_GRD_SHOOT2,SPR_GRD_SHOOT3,
//
// Dog
//
SPR_DOG_W1_1,SPR_DOG_W1_2,SPR_DOG_W1_3,SPR_DOG_W1_4,
SPR_DOG_W1_5,SPR_DOG_W1_6,SPR_DOG_W1_7,SPR_DOG_W1_8,
SPR_DOG_W2_1,SPR_DOG_W2_2,SPR_DOG_W2_3,SPR_DOG_W2_4,
SPR_DOG_W2_5,SPR_DOG_W2_6,SPR_DOG_W2_7,SPR_DOG_W2_8,
SPR_DOG_W3_1,SPR_DOG_W3_2,SPR_DOG_W3_3,SPR_DOG_W3_4,
SPR_DOG_W3_5,SPR_DOG_W3_6,SPR_DOG_W3_7,SPR_DOG_W3_8,
SPR_DOG_W4_1,SPR_DOG_W4_2,SPR_DOG_W4_3,SPR_DOG_W4_4,
SPR_DOG_W4_5,SPR_DOG_W4_6,SPR_DOG_W4_7,SPR_DOG_W4_8,
SPR_DOG_DIE_1,SPR_DOG_DIE_2,SPR_DOG_DIE_3,SPR_DOG_DEAD,
SPR_DOG_JUMP1,SPR_DOG_JUMP2,SPR_DOG_JUMP3,
//
// SS
//
SPR_SS_S_1,SPR_SS_S_2,SPR_SS_S_3,SPR_SS_S_4,
SPR_SS_S_5,SPR_SS_S_6,SPR_SS_S_7,SPR_SS_S_8,
SPR_SS_W1_1,SPR_SS_W1_2,SPR_SS_W1_3,SPR_SS_W1_4,
SPR_SS_W1_5,SPR_SS_W1_6,SPR_SS_W1_7,SPR_SS_W1_8,
SPR_SS_W2_1,SPR_SS_W2_2,SPR_SS_W2_3,SPR_SS_W2_4,
SPR_SS_W2_5,SPR_SS_W2_6,SPR_SS_W2_7,SPR_SS_W2_8,
SPR_SS_W3_1,SPR_SS_W3_2,SPR_SS_W3_3,SPR_SS_W3_4,
SPR_SS_W3_5,SPR_SS_W3_6,SPR_SS_W3_7,SPR_SS_W3_8,
SPR_SS_W4_1,SPR_SS_W4_2,SPR_SS_W4_3,SPR_SS_W4_4,
SPR_SS_W4_5,SPR_SS_W4_6,SPR_SS_W4_7,SPR_SS_W4_8,
SPR_SS_PAIN_1,SPR_SS_DIE_1,SPR_SS_DIE_2,SPR_SS_DIE_3,
SPR_SS_PAIN_2,SPR_SS_DEAD,
SPR_SS_SHOOT1,SPR_SS_SHOOT2,SPR_SS_SHOOT3,
//
// Mutant
//
SPR_MUT_S_1,SPR_MUT_S_2,SPR_MUT_S_3,SPR_MUT_S_4,
SPR_MUT_S_5,SPR_MUT_S_6,SPR_MUT_S_7,SPR_MUT_S_8,
SPR_MUT_W1_1,SPR_MUT_W1_2,SPR_MUT_W1_3,SPR_MUT_W1_4,
SPR_MUT_W1_5,SPR_MUT_W1_6,SPR_MUT_W1_7,SPR_MUT_W1_8,
SPR_MUT_W2_1,SPR_MUT_W2_2,SPR_MUT_W2_3,SPR_MUT_W2_4,
SPR_MUT_W2_5,SPR_MUT_W2_6,SPR_MUT_W2_7,SPR_MUT_W2_8,
SPR_MUT_W3_1,SPR_MUT_W3_2,SPR_MUT_W3_3,SPR_MUT_W3_4,
SPR_MUT_W3_5,SPR_MUT_W3_6,SPR_MUT_W3_7,SPR_MUT_W3_8,
SPR_MUT_W4_1,SPR_MUT_W4_2,SPR_MUT_W4_3,SPR_MUT_W4_4,
SPR_MUT_W4_5,SPR_MUT_W4_6,SPR_MUT_W4_7,SPR_MUT_W4_8,
SPR_MUT_PAIN_1,SPR_MUT_DIE_1,SPR_MUT_DIE_2,SPR_MUT_DIE_3,
SPR_MUT_PAIN_2,SPR_MUT_DIE_4,SPR_MUT_DEAD,
SPR_MUT_SHOOT1,SPR_MUT_SHOOT2,SPR_MUT_SHOOT3,SPR_MUT_SHOOT4,
//
// Officer
//
SPR_OFC_S_1,SPR_OFC_S_2,SPR_OFC_S_3,SPR_OFC_S_4,
SPR_OFC_S_5,SPR_OFC_S_6,SPR_OFC_S_7,SPR_OFC_S_8,
SPR_OFC_W1_1,SPR_OFC_W1_2,SPR_OFC_W1_3,SPR_OFC_W1_4,
SPR_OFC_W1_5,SPR_OFC_W1_6,SPR_OFC_W1_7,SPR_OFC_W1_8,
SPR_OFC_W2_1,SPR_OFC_W2_2,SPR_OFC_W2_3,SPR_OFC_W2_4,
SPR_OFC_W2_5,SPR_OFC_W2_6,SPR_OFC_W2_7,SPR_OFC_W2_8,
SPR_OFC_W3_1,SPR_OFC_W3_2,SPR_OFC_W3_3,SPR_OFC_W3_4,
SPR_OFC_W3_5,SPR_OFC_W3_6,SPR_OFC_W3_7,SPR_OFC_W3_8,
SPR_OFC_W4_1,SPR_OFC_W4_2,SPR_OFC_W4_3,SPR_OFC_W4_4,
SPR_OFC_W4_5,SPR_OFC_W4_6,SPR_OFC_W4_7,SPR_OFC_W4_8,
SPR_OFC_PAIN_1,SPR_OFC_DIE_1,SPR_OFC_DIE_2,SPR_OFC_DIE_3,
SPR_OFC_PAIN_2,SPR_OFC_DIE_4,SPR_OFC_DEAD,
SPR_OFC_SHOOT1,SPR_OFC_SHOOT2,SPR_OFC_SHOOT3,
//
// Ghosts
//
SPR_BLINKY_W1,SPR_BLINKY_W2,SPR_PINKY_W1,SPR_PINKY_W2,
SPR_CLYDE_W1,SPR_CLYDE_W2,SPR_INKY_W1,SPR_INKY_W2,
//
// Hans
//
SPR_BOSS_W1,SPR_BOSS_W2,SPR_BOSS_W3,SPR_BOSS_W4,
SPR_BOSS_SHOOT1,SPR_BOSS_SHOOT2,SPR_BOSS_SHOOT3,SPR_BOSS_DEAD,
SPR_BOSS_DIE1,SPR_BOSS_DIE2,SPR_BOSS_DIE3,
//
// Schabbs
//
SPR_SCHABB_W1,SPR_SCHABB_W2,SPR_SCHABB_W3,SPR_SCHABB_W4,
SPR_SCHABB_SHOOT1,SPR_SCHABB_SHOOT2,
SPR_SCHABB_DIE1,SPR_SCHABB_DIE2,SPR_SCHABB_DIE3,SPR_SCHABB_DEAD,
SPR_HYPO1,SPR_HYPO2,SPR_HYPO3,SPR_HYPO4,
//
// Fake
//
SPR_FAKE_W1,SPR_FAKE_W2,SPR_FAKE_W3,SPR_FAKE_W4,
SPR_FAKE_SHOOT,SPR_FIRE1,SPR_FIRE2,
SPR_FAKE_DIE1,SPR_FAKE_DIE2,SPR_FAKE_DIE3,SPR_FAKE_DIE4,
SPR_FAKE_DIE5,SPR_FAKE_DEAD,
//
// Hitler
//
SPR_MECHA_W1,SPR_MECHA_W2,SPR_MECHA_W3,SPR_MECHA_W4,
SPR_MECHA_SHOOT1,SPR_MECHA_SHOOT2,SPR_MECHA_SHOOT3,SPR_MECHA_DEAD,
SPR_MECHA_DIE1,SPR_MECHA_DIE2,SPR_MECHA_DIE3,
SPR_HITLER_W1,SPR_HITLER_W2,SPR_HITLER_W3,SPR_HITLER_W4,
SPR_HITLER_SHOOT1,SPR_HITLER_SHOOT2,SPR_HITLER_SHOOT3,SPR_HITLER_DEAD,
SPR_HITLER_DIE1,SPR_HITLER_DIE2,SPR_HITLER_DIE3,SPR_HITLER_DIE4,
SPR_HITLER_DIE5,SPR_HITLER_DIE6,SPR_HITLER_DIE7,
//
// Giftmacher
//
SPR_GIFT_W1,SPR_GIFT_W2,SPR_GIFT_W3,SPR_GIFT_W4,
SPR_GIFT_SHOOT1,SPR_GIFT_SHOOT2,
SPR_GIFT_DIE1,SPR_GIFT_DIE2,SPR_GIFT_DIE3,SPR_GIFT_DEAD,
//
// Rocket, smoke and small explosion
//
SPR_ROCKET_1,SPR_ROCKET_2,SPR_ROCKET_3,SPR_ROCKET_4,
SPR_ROCKET_5,SPR_ROCKET_6,SPR_ROCKET_7,SPR_ROCKET_8,
SPR_SMOKE_1,SPR_SMOKE_2,SPR_SMOKE_3,SPR_SMOKE_4,
SPR_BOOM_1,SPR_BOOM_2,SPR_BOOM_3,
//
// Angel of Death's DeathSparks(tm)
//
SPR_HROCKET_1,SPR_HROCKET_2,SPR_HROCKET_3,SPR_HROCKET_4,
SPR_HROCKET_5,SPR_HROCKET_6,SPR_HROCKET_7,SPR_HROCKET_8,
SPR_HSMOKE_1,SPR_HSMOKE_2,SPR_HSMOKE_3,SPR_HSMOKE_4,
SPR_HBOOM_1,SPR_HBOOM_2,SPR_HBOOM_3,
SPR_SPARK1,SPR_SPARK2,SPR_SPARK3,SPR_SPARK4,
//
// Gretel
//
SPR_GRETEL_W1,SPR_GRETEL_W2,SPR_GRETEL_W3,SPR_GRETEL_W4,
SPR_GRETEL_SHOOT1,SPR_GRETEL_SHOOT2,SPR_GRETEL_SHOOT3,SPR_GRETEL_DEAD,
SPR_GRETEL_DIE1,SPR_GRETEL_DIE2,SPR_GRETEL_DIE3,
//
// Fat Face
//
SPR_FAT_W1,SPR_FAT_W2,SPR_FAT_W3,SPR_FAT_W4,
SPR_FAT_SHOOT1,SPR_FAT_SHOOT2,SPR_FAT_SHOOT3,SPR_FAT_SHOOT4,
SPR_FAT_DIE1,SPR_FAT_DIE2,SPR_FAT_DIE3,SPR_FAT_DEAD,
//
// bj
//
SPR_BJ_W1,SPR_BJ_W2,SPR_BJ_W3,SPR_BJ_W4,
SPR_BJ_JUMP1,SPR_BJ_JUMP2,SPR_BJ_JUMP3,SPR_BJ_JUMP4,
//
// SPEAR OF DESTINY
//
//
// Trans Grosse
//
SPR_TRANS_W1,SPR_TRANS_W2,SPR_TRANS_W3,SPR_TRANS_W4,
SPR_TRANS_SHOOT1,SPR_TRANS_SHOOT2,SPR_TRANS_SHOOT3,SPR_TRANS_DEAD,
SPR_TRANS_DIE1,SPR_TRANS_DIE2,SPR_TRANS_DIE3,
//
// Wilhelm
//
SPR_WILL_W1,SPR_WILL_W2,SPR_WILL_W3,SPR_WILL_W4,
SPR_WILL_SHOOT1,SPR_WILL_SHOOT2,SPR_WILL_SHOOT3,SPR_WILL_SHOOT4,
SPR_WILL_DIE1,SPR_WILL_DIE2,SPR_WILL_DIE3,SPR_WILL_DEAD,
//
// UberMutant
//
SPR_UBER_W1,SPR_UBER_W2,SPR_UBER_W3,SPR_UBER_W4,
SPR_UBER_SHOOT1,SPR_UBER_SHOOT2,SPR_UBER_SHOOT3,SPR_UBER_SHOOT4,
SPR_UBER_DIE1,SPR_UBER_DIE2,SPR_UBER_DIE3,SPR_UBER_DIE4,
SPR_UBER_DEAD,
//
// Death Knight
//
SPR_DEATH_W1,SPR_DEATH_W2,SPR_DEATH_W3,SPR_DEATH_W4,
SPR_DEATH_SHOOT1,SPR_DEATH_SHOOT2,SPR_DEATH_SHOOT3,SPR_DEATH_SHOOT4,
SPR_DEATH_DIE1,SPR_DEATH_DIE2,SPR_DEATH_DIE3,SPR_DEATH_DIE4,
SPR_DEATH_DIE5,SPR_DEATH_DIE6,SPR_DEATH_DEAD,
//
// Ghost
//
SPR_SPECTRE_W1,SPR_SPECTRE_W2,SPR_SPECTRE_W3,SPR_SPECTRE_W4,
SPR_SPECTRE_F1,SPR_SPECTRE_F2,SPR_SPECTRE_F3,SPR_SPECTRE_F4,
//
// Angel of Death
//
SPR_ANGEL_W1,SPR_ANGEL_W2,SPR_ANGEL_W3,SPR_ANGEL_W4,
SPR_ANGEL_SHOOT1,SPR_ANGEL_SHOOT2,SPR_ANGEL_TIRED1,SPR_ANGEL_TIRED2,
SPR_ANGEL_DIE1,SPR_ANGEL_DIE2,SPR_ANGEL_DIE3,SPR_ANGEL_DIE4,
SPR_ANGEL_DIE5,SPR_ANGEL_DIE6,SPR_ANGEL_DIE7,SPR_ANGEL_DEAD,
//
// player attack frames
//
SPR_KNIFEREADY,SPR_KNIFEATK1,SPR_KNIFEATK2,SPR_KNIFEATK3,
SPR_KNIFEATK4,
SPR_PISTOLREADY,SPR_PISTOLATK1,SPR_PISTOLATK2,SPR_PISTOLATK3,
SPR_PISTOLATK4,
SPR_MACHINEGUNREADY,SPR_MACHINEGUNATK1,SPR_MACHINEGUNATK2,MACHINEGUNATK3,
SPR_MACHINEGUNATK4,
SPR_CHAINREADY,SPR_CHAINATK1,SPR_CHAINATK2,SPR_CHAINATK3,
SPR_CHAINATK4,
};
#define SPRT_ONE_TEX 1
#define SPRT_NO_ROT 2
#define SPRT_CHG_POS 4
#define SPRT_CHG_TEX 8
#define SPRT_REMOVE 16
typedef struct sprite_s
{
vec3_t position;
int x, y, ang;
// very clever to make it not just (x>>TILESHIFT)
// but also (x>>TILESHIFT)-1 if (x%TILEWIDTH)<HALFTILE
// so we will check only 4 files instead of 9 as Carmack did!
int tilex, tiley;
// controls appearence of this sprite:
// SPRT_ONE_TEX: use one texture for each rotation
// SPRT_NO_ROT: do not rotate sprite (fence)
// SPRT_CHG_POS
// SPRT_CHG_TEX
// SPRT_REMOVE
int flags;
// 8 textures: one for each rotation phase!
// if SPRT_ONE_TEX flag use tex with index 0!
// these are Wolf sprite texture numbers, not OpenGL sprites
// or indexes in the textureManager list
int tex[ 8 ];
} sprite_t;
// total sprites on level in a moment
#define MAX_SPRITES 1024
typedef struct visobj_s
{
int viewx, viewheight; // obsolete, but will do in software rendering!
int dist; // how we will sort them
int x, y; // position in game space! (for OpenGL)
int ang; // for md2 rotation
int tex; // texture to draw (renderer must know what to draw by this number!
} visobj_t;
extern visobj_t vislist[];
extern void Sprite_Reset( void );
extern void Sprite_RemoveSprite( int sprite_id );
extern int Sprite_GetNewSprite( void );
extern void Sprite_SetPos( int sprite_id, int x, int y, int angle );
extern void Sprite_SetTex( int sprite_id, int index, int tex );
extern int Sprite_CreateVisList( void );
#endif /* __WOLF_SPRITES_H__ */