SRB2/src/p_pspr.h

128 lines
4.5 KiB
C

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