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128 lines
4.5 KiB
C
128 lines
4.5 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2023 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file p_pspr.h
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/// \brief Sprite animation
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/// Frame flags:
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/// handles maximum brightness (torches, muzzle flare, light sources)
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// we use the upper 16 bits of the frame field for effects.
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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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/// \brief Frame flags: only the frame number - 0 to 256 (Frames from 0 to 255, Sprite2 number uses 0 to 127 plus FF_SPR2SUPER)
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#define FF_FRAMEMASK 0xff
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/// \brief Frame flags - SPR2: Super sprite2
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#define FF_SPR2SUPER SPR2F_SUPER //TODO: 2.3: remove this backwards compat hack
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/// \brief Frame flags - SPR2: A change of state at the end of Sprite2 animation
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#define FF_SPR2ENDSTATE 0x100
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/// \brief Frame flags - SPR2: 50% of starting in middle of Sprite2 animation
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#define FF_SPR2MIDSTART 0x200
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/// \brief Frame flags: blend types
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#define FF_BLENDMASK 0x7000
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/// \brief shift for FF_BLENDMASK
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#define FF_BLENDSHIFT 12
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/// \brief preshifted blend flags minus 1 as effects don't distinguish between AST_COPY and AST_TRANSLUCENT
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#define FF_ADD ((AST_ADD-1)<<FF_BLENDSHIFT)
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#define FF_SUBTRACT ((AST_SUBTRACT-1)<<FF_BLENDSHIFT)
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#define FF_REVERSESUBTRACT ((AST_REVERSESUBTRACT-1)<<FF_BLENDSHIFT)
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#define FF_MODULATE ((AST_MODULATE-1)<<FF_BLENDSHIFT)
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#define FF_OVERLAY ((AST_OVERLAY-1)<<FF_BLENDSHIFT)
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/// \brief Frame flags: 0 = no trans(opaque), 1-15 = transl. table
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#define FF_TRANSMASK 0xf0000
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/// \brief shift for FF_TRANSMASK
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#define FF_TRANSSHIFT 16
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/// \brief preshifted translucency flags
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#define FF_TRANS10 (tr_trans10<<FF_TRANSSHIFT)
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#define FF_TRANS20 (tr_trans20<<FF_TRANSSHIFT)
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#define FF_TRANS30 (tr_trans30<<FF_TRANSSHIFT)
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#define FF_TRANS40 (tr_trans40<<FF_TRANSSHIFT)
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#define FF_TRANS50 (tr_trans50<<FF_TRANSSHIFT)
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#define FF_TRANS60 (tr_trans60<<FF_TRANSSHIFT)
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#define FF_TRANS70 (tr_trans70<<FF_TRANSSHIFT)
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#define FF_TRANS80 (tr_trans80<<FF_TRANSSHIFT)
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#define FF_TRANS90 (tr_trans90<<FF_TRANSSHIFT)
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/// \brief Frame flags: brightness mask
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#define FF_BRIGHTMASK 0x00300000
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/// \brief Frame flags: frame always appears full bright
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#define FF_FULLBRIGHT 0x00100000
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/// \brief Frame flags: frame always appears full darkness
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#define FF_FULLDARK 0x00200000
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/// \brief Frame flags: frame appears between sector bright and full bright
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#define FF_SEMIBRIGHT (FF_FULLBRIGHT|FF_FULLDARK)
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/// \brief Frame flags: Thin, paper-like sprite (for collision equivalent, see MF_PAPERCOLLISION)
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#define FF_PAPERSPRITE 0x00400000
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/// \brief Frame flags: Splat!
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#define FF_FLOORSPRITE 0x00800000
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/// \brief Frame flags: Flip sprite vertically (relative to what it should be for its gravity)
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#define FF_VERTICALFLIP 0x01000000
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/// \brief Frame flags: Flip sprite horizontally
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#define FF_HORIZONTALFLIP 0x02000000
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/// \brief Frame flags - Animate: Simple stateless animation
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#define FF_ANIMATE 0x10000000
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/// \brief Frame flags - Animate: Sync animation to global timer (mutually exclusive with below, currently takes priority)
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#define FF_GLOBALANIM 0x20000000
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/// \brief Frame flags - Animate: Start at a random place in the animation (mutually exclusive with above)
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#define FF_RANDOMANIM 0x40000000
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/// \brief Animation flags: Bits used for the animation ID
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#define SPR2F_MASK 0x3FF
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/// \brief Animation flags: "Super" flag
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#define SPR2F_SUPER 0x400
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/** \brief translucency tables
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\todo add another asm routine which use the fg and bg indexes in the
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inverse order so the 20-80 becomes 80-20 translucency, no need
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for other tables (thus 1090,2080,5050,8020,9010, and fire special)
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\todo render all this obsolete by writing some goddamn realtime
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translucency and 32-bit color support
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*/
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typedef enum
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{
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tr_trans10 = 1,
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tr_trans20,
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tr_trans30,
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tr_trans40,
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tr_trans50,
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tr_trans60,
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tr_trans70,
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tr_trans80,
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tr_trans90,
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NUMTRANSMAPS
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} transnum_t;
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#endif
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