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119 lines
3.1 KiB
C++
119 lines
3.1 KiB
C++
/* Emacs style mode select -*- C++ -*-
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*-----------------------------------------------------------------------------
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*
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*
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* PrBoom: a Doom port merged with LxDoom and LSDLDoom
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* based on BOOM, a modified and improved DOOM engine
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* Copyright (C) 1999 by
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* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
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* Copyright (C) 1999-2000 by
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* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
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* Copyright 2005, 2006 by
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* Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program 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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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*
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* DESCRIPTION:
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* Sprite animation.
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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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/* Needs to include the precompiled sprite animation tables.
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*
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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 and the Frame Sequence table.
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*/
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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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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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extern int weapon_preferences[2][NUMWEAPONS+1]; /* killough 5/2/98 */
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int P_WeaponPreferred(int w1, int w2);
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struct player_s;
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int P_SwitchWeapon(struct player_s *player);
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boolean P_CheckAmmo(struct player_s *player);
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void P_SetupPsprites(struct player_s *curplayer);
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void P_MovePsprites(struct player_s *curplayer);
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void P_DropWeapon(struct player_s *player);
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void A_Light0();
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void A_WeaponReady();
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void A_Lower();
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void A_Raise();
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void A_Punch();
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void A_ReFire();
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void A_FirePistol();
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void A_Light1();
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void A_FireShotgun();
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void A_Light2();
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void A_FireShotgun2();
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void A_CheckReload();
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void A_OpenShotgun2();
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void A_LoadShotgun2();
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void A_CloseShotgun2();
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void A_FireCGun();
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void A_GunFlash();
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void A_FireMissile();
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void A_Saw();
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void A_FirePlasma();
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void A_BFGsound();
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void A_FireBFG();
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void A_BFGSpray();
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#endif
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