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dvr/app/jni/prboom/info.h
2016-03-03 22:28:59 +00:00

1498 lines
26 KiB
C++

/* Emacs style mode select -*- C++ -*-
*-----------------------------------------------------------------------------
*
*
* PrBoom: a Doom port merged with LxDoom and LSDLDoom
* based on BOOM, a modified and improved DOOM engine
* Copyright (C) 1999 by
* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
* Copyright (C) 1999-2000 by
* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
* Copyright 2005, 2006 by
* Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
*
* 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.
*
* DESCRIPTION:
* Thing frame/state LUT,
* generated by multigen utilitiy.
* This one is the original DOOM version, preserved.
*
*-----------------------------------------------------------------------------*/
#ifndef __INFO__
#define __INFO__
/* Needed for action function pointer handling. */
#include "d_think.h"
/********************************************************************
* Sprite name enumeration - must match info.c *
********************************************************************/
typedef enum
{
SPR_TROO,
SPR_SHTG,
SPR_PUNG,
SPR_PISG,
SPR_PISF,
SPR_SHTF,
SPR_SHT2,
SPR_CHGG,
SPR_CHGF,
SPR_MISG,
SPR_MISF,
SPR_SAWG,
SPR_PLSG,
SPR_PLSF,
SPR_BFGG,
SPR_BFGF,
SPR_BLUD,
SPR_PUFF,
SPR_BAL1,
SPR_BAL2,
SPR_PLSS,
SPR_PLSE,
SPR_MISL,
SPR_BFS1,
SPR_BFE1,
SPR_BFE2,
SPR_TFOG,
SPR_IFOG,
SPR_PLAY,
SPR_POSS,
SPR_SPOS,
SPR_VILE,
SPR_FIRE,
SPR_FATB,
SPR_FBXP,
SPR_SKEL,
SPR_MANF,
SPR_FATT,
SPR_CPOS,
SPR_SARG,
SPR_HEAD,
SPR_BAL7,
SPR_BOSS,
SPR_BOS2,
SPR_SKUL,
SPR_SPID,
SPR_BSPI,
SPR_APLS,
SPR_APBX,
SPR_CYBR,
SPR_PAIN,
SPR_SSWV,
SPR_KEEN,
SPR_BBRN,
SPR_BOSF,
SPR_ARM1,
SPR_ARM2,
SPR_BAR1,
SPR_BEXP,
SPR_FCAN,
SPR_BON1,
SPR_BON2,
SPR_BKEY,
SPR_RKEY,
SPR_YKEY,
SPR_BSKU,
SPR_RSKU,
SPR_YSKU,
SPR_STIM,
SPR_MEDI,
SPR_SOUL,
SPR_PINV,
SPR_PSTR,
SPR_PINS,
SPR_MEGA,
SPR_SUIT,
SPR_PMAP,
SPR_PVIS,
SPR_CLIP,
SPR_AMMO,
SPR_ROCK,
SPR_BROK,
SPR_CELL,
SPR_CELP,
SPR_SHEL,
SPR_SBOX,
SPR_BPAK,
SPR_BFUG,
SPR_MGUN,
SPR_CSAW,
SPR_LAUN,
SPR_PLAS,
SPR_SHOT,
SPR_SGN2,
SPR_COLU,
SPR_SMT2,
SPR_GOR1,
SPR_POL2,
SPR_POL5,
SPR_POL4,
SPR_POL3,
SPR_POL1,
SPR_POL6,
SPR_GOR2,
SPR_GOR3,
SPR_GOR4,
SPR_GOR5,
SPR_SMIT,
SPR_COL1,
SPR_COL2,
SPR_COL3,
SPR_COL4,
SPR_CAND,
SPR_CBRA,
SPR_COL6,
SPR_TRE1,
SPR_TRE2,
SPR_ELEC,
SPR_CEYE,
SPR_FSKU,
SPR_COL5,
SPR_TBLU,
SPR_TGRN,
SPR_TRED,
SPR_SMBT,
SPR_SMGT,
SPR_SMRT,
SPR_HDB1,
SPR_HDB2,
SPR_HDB3,
SPR_HDB4,
SPR_HDB5,
SPR_HDB6,
SPR_POB1,
SPR_POB2,
SPR_BRS1,
SPR_TLMP,
SPR_TLP2,
SPR_TNT1, /* add invisible sprite phares 3/8/98 */
#ifdef DOGS
SPR_DOGS, /* killough 7/19/98: Marine's best friend :) */
#endif
NUMSPRITES /* counter of how many there are */
} spritenum_t;
/********************************************************************
* States (frames) enumeration -- must match info.c *
********************************************************************/
typedef enum
{
S_NULL,
S_LIGHTDONE,
S_PUNCH,
S_PUNCHDOWN,
S_PUNCHUP,
S_PUNCH1,
S_PUNCH2,
S_PUNCH3,
S_PUNCH4,
S_PUNCH5,
S_PISTOL,
S_PISTOLDOWN,
S_PISTOLUP,
S_PISTOL1,
S_PISTOL2,
S_PISTOL3,
S_PISTOL4,
S_PISTOLFLASH,
S_SGUN,
S_SGUNDOWN,
S_SGUNUP,
S_SGUN1,
S_SGUN2,
S_SGUN3,
S_SGUN4,
S_SGUN5,
S_SGUN6,
S_SGUN7,
S_SGUN8,
S_SGUN9,
S_SGUNFLASH1,
S_SGUNFLASH2,
S_DSGUN,
S_DSGUNDOWN,
S_DSGUNUP,
S_DSGUN1,
S_DSGUN2,
S_DSGUN3,
S_DSGUN4,
S_DSGUN5,
S_DSGUN6,
S_DSGUN7,
S_DSGUN8,
S_DSGUN9,
S_DSGUN10,
S_DSNR1,
S_DSNR2,
S_DSGUNFLASH1,
S_DSGUNFLASH2,
S_CHAIN,
S_CHAINDOWN,
S_CHAINUP,
S_CHAIN1,
S_CHAIN2,
S_CHAIN3,
S_CHAINFLASH1,
S_CHAINFLASH2,
S_MISSILE,
S_MISSILEDOWN,
S_MISSILEUP,
S_MISSILE1,
S_MISSILE2,
S_MISSILE3,
S_MISSILEFLASH1,
S_MISSILEFLASH2,
S_MISSILEFLASH3,
S_MISSILEFLASH4,
S_SAW,
S_SAWB,
S_SAWDOWN,
S_SAWUP,
S_SAW1,
S_SAW2,
S_SAW3,
S_PLASMA,
S_PLASMADOWN,
S_PLASMAUP,
S_PLASMA1,
S_PLASMA2,
S_PLASMAFLASH1,
S_PLASMAFLASH2,
S_BFG,
S_BFGDOWN,
S_BFGUP,
S_BFG1,
S_BFG2,
S_BFG3,
S_BFG4,
S_BFGFLASH1,
S_BFGFLASH2,
S_BLOOD1,
S_BLOOD2,
S_BLOOD3,
S_PUFF1,
S_PUFF2,
S_PUFF3,
S_PUFF4,
S_TBALL1,
S_TBALL2,
S_TBALLX1,
S_TBALLX2,
S_TBALLX3,
S_RBALL1,
S_RBALL2,
S_RBALLX1,
S_RBALLX2,
S_RBALLX3,
S_PLASBALL,
S_PLASBALL2,
S_PLASEXP,
S_PLASEXP2,
S_PLASEXP3,
S_PLASEXP4,
S_PLASEXP5,
S_ROCKET,
S_BFGSHOT,
S_BFGSHOT2,
S_BFGLAND,
S_BFGLAND2,
S_BFGLAND3,
S_BFGLAND4,
S_BFGLAND5,
S_BFGLAND6,
S_BFGEXP,
S_BFGEXP2,
S_BFGEXP3,
S_BFGEXP4,
S_EXPLODE1,
S_EXPLODE2,
S_EXPLODE3,
S_TFOG,
S_TFOG01,
S_TFOG02,
S_TFOG2,
S_TFOG3,
S_TFOG4,
S_TFOG5,
S_TFOG6,
S_TFOG7,
S_TFOG8,
S_TFOG9,
S_TFOG10,
S_IFOG,
S_IFOG01,
S_IFOG02,
S_IFOG2,
S_IFOG3,
S_IFOG4,
S_IFOG5,
S_PLAY,
S_PLAY_RUN1,
S_PLAY_RUN2,
S_PLAY_RUN3,
S_PLAY_RUN4,
S_PLAY_ATK1,
S_PLAY_ATK2,
S_PLAY_PAIN,
S_PLAY_PAIN2,
S_PLAY_DIE1,
S_PLAY_DIE2,
S_PLAY_DIE3,
S_PLAY_DIE4,
S_PLAY_DIE5,
S_PLAY_DIE6,
S_PLAY_DIE7,
S_PLAY_XDIE1,
S_PLAY_XDIE2,
S_PLAY_XDIE3,
S_PLAY_XDIE4,
S_PLAY_XDIE5,
S_PLAY_XDIE6,
S_PLAY_XDIE7,
S_PLAY_XDIE8,
S_PLAY_XDIE9,
S_POSS_STND,
S_POSS_STND2,
S_POSS_RUN1,
S_POSS_RUN2,
S_POSS_RUN3,
S_POSS_RUN4,
S_POSS_RUN5,
S_POSS_RUN6,
S_POSS_RUN7,
S_POSS_RUN8,
S_POSS_ATK1,
S_POSS_ATK2,
S_POSS_ATK3,
S_POSS_PAIN,
S_POSS_PAIN2,
S_POSS_DIE1,
S_POSS_DIE2,
S_POSS_DIE3,
S_POSS_DIE4,
S_POSS_DIE5,
S_POSS_XDIE1,
S_POSS_XDIE2,
S_POSS_XDIE3,
S_POSS_XDIE4,
S_POSS_XDIE5,
S_POSS_XDIE6,
S_POSS_XDIE7,
S_POSS_XDIE8,
S_POSS_XDIE9,
S_POSS_RAISE1,
S_POSS_RAISE2,
S_POSS_RAISE3,
S_POSS_RAISE4,
S_SPOS_STND,
S_SPOS_STND2,
S_SPOS_RUN1,
S_SPOS_RUN2,
S_SPOS_RUN3,
S_SPOS_RUN4,
S_SPOS_RUN5,
S_SPOS_RUN6,
S_SPOS_RUN7,
S_SPOS_RUN8,
S_SPOS_ATK1,
S_SPOS_ATK2,
S_SPOS_ATK3,
S_SPOS_PAIN,
S_SPOS_PAIN2,
S_SPOS_DIE1,
S_SPOS_DIE2,
S_SPOS_DIE3,
S_SPOS_DIE4,
S_SPOS_DIE5,
S_SPOS_XDIE1,
S_SPOS_XDIE2,
S_SPOS_XDIE3,
S_SPOS_XDIE4,
S_SPOS_XDIE5,
S_SPOS_XDIE6,
S_SPOS_XDIE7,
S_SPOS_XDIE8,
S_SPOS_XDIE9,
S_SPOS_RAISE1,
S_SPOS_RAISE2,
S_SPOS_RAISE3,
S_SPOS_RAISE4,
S_SPOS_RAISE5,
S_VILE_STND,
S_VILE_STND2,
S_VILE_RUN1,
S_VILE_RUN2,
S_VILE_RUN3,
S_VILE_RUN4,
S_VILE_RUN5,
S_VILE_RUN6,
S_VILE_RUN7,
S_VILE_RUN8,
S_VILE_RUN9,
S_VILE_RUN10,
S_VILE_RUN11,
S_VILE_RUN12,
S_VILE_ATK1,
S_VILE_ATK2,
S_VILE_ATK3,
S_VILE_ATK4,
S_VILE_ATK5,
S_VILE_ATK6,
S_VILE_ATK7,
S_VILE_ATK8,
S_VILE_ATK9,
S_VILE_ATK10,
S_VILE_ATK11,
S_VILE_HEAL1,
S_VILE_HEAL2,
S_VILE_HEAL3,
S_VILE_PAIN,
S_VILE_PAIN2,
S_VILE_DIE1,
S_VILE_DIE2,
S_VILE_DIE3,
S_VILE_DIE4,
S_VILE_DIE5,
S_VILE_DIE6,
S_VILE_DIE7,
S_VILE_DIE8,
S_VILE_DIE9,
S_VILE_DIE10,
S_FIRE1,
S_FIRE2,
S_FIRE3,
S_FIRE4,
S_FIRE5,
S_FIRE6,
S_FIRE7,
S_FIRE8,
S_FIRE9,
S_FIRE10,
S_FIRE11,
S_FIRE12,
S_FIRE13,
S_FIRE14,
S_FIRE15,
S_FIRE16,
S_FIRE17,
S_FIRE18,
S_FIRE19,
S_FIRE20,
S_FIRE21,
S_FIRE22,
S_FIRE23,
S_FIRE24,
S_FIRE25,
S_FIRE26,
S_FIRE27,
S_FIRE28,
S_FIRE29,
S_FIRE30,
S_SMOKE1,
S_SMOKE2,
S_SMOKE3,
S_SMOKE4,
S_SMOKE5,
S_TRACER,
S_TRACER2,
S_TRACEEXP1,
S_TRACEEXP2,
S_TRACEEXP3,
S_SKEL_STND,
S_SKEL_STND2,
S_SKEL_RUN1,
S_SKEL_RUN2,
S_SKEL_RUN3,
S_SKEL_RUN4,
S_SKEL_RUN5,
S_SKEL_RUN6,
S_SKEL_RUN7,
S_SKEL_RUN8,
S_SKEL_RUN9,
S_SKEL_RUN10,
S_SKEL_RUN11,
S_SKEL_RUN12,
S_SKEL_FIST1,
S_SKEL_FIST2,
S_SKEL_FIST3,
S_SKEL_FIST4,
S_SKEL_MISS1,
S_SKEL_MISS2,
S_SKEL_MISS3,
S_SKEL_MISS4,
S_SKEL_PAIN,
S_SKEL_PAIN2,
S_SKEL_DIE1,
S_SKEL_DIE2,
S_SKEL_DIE3,
S_SKEL_DIE4,
S_SKEL_DIE5,
S_SKEL_DIE6,
S_SKEL_RAISE1,
S_SKEL_RAISE2,
S_SKEL_RAISE3,
S_SKEL_RAISE4,
S_SKEL_RAISE5,
S_SKEL_RAISE6,
S_FATSHOT1,
S_FATSHOT2,
S_FATSHOTX1,
S_FATSHOTX2,
S_FATSHOTX3,
S_FATT_STND,
S_FATT_STND2,
S_FATT_RUN1,
S_FATT_RUN2,
S_FATT_RUN3,
S_FATT_RUN4,
S_FATT_RUN5,
S_FATT_RUN6,
S_FATT_RUN7,
S_FATT_RUN8,
S_FATT_RUN9,
S_FATT_RUN10,
S_FATT_RUN11,
S_FATT_RUN12,
S_FATT_ATK1,
S_FATT_ATK2,
S_FATT_ATK3,
S_FATT_ATK4,
S_FATT_ATK5,
S_FATT_ATK6,
S_FATT_ATK7,
S_FATT_ATK8,
S_FATT_ATK9,
S_FATT_ATK10,
S_FATT_PAIN,
S_FATT_PAIN2,
S_FATT_DIE1,
S_FATT_DIE2,
S_FATT_DIE3,
S_FATT_DIE4,
S_FATT_DIE5,
S_FATT_DIE6,
S_FATT_DIE7,
S_FATT_DIE8,
S_FATT_DIE9,
S_FATT_DIE10,
S_FATT_RAISE1,
S_FATT_RAISE2,
S_FATT_RAISE3,
S_FATT_RAISE4,
S_FATT_RAISE5,
S_FATT_RAISE6,
S_FATT_RAISE7,
S_FATT_RAISE8,
S_CPOS_STND,
S_CPOS_STND2,
S_CPOS_RUN1,
S_CPOS_RUN2,
S_CPOS_RUN3,
S_CPOS_RUN4,
S_CPOS_RUN5,
S_CPOS_RUN6,
S_CPOS_RUN7,
S_CPOS_RUN8,
S_CPOS_ATK1,
S_CPOS_ATK2,
S_CPOS_ATK3,
S_CPOS_ATK4,
S_CPOS_PAIN,
S_CPOS_PAIN2,
S_CPOS_DIE1,
S_CPOS_DIE2,
S_CPOS_DIE3,
S_CPOS_DIE4,
S_CPOS_DIE5,
S_CPOS_DIE6,
S_CPOS_DIE7,
S_CPOS_XDIE1,
S_CPOS_XDIE2,
S_CPOS_XDIE3,
S_CPOS_XDIE4,
S_CPOS_XDIE5,
S_CPOS_XDIE6,
S_CPOS_RAISE1,
S_CPOS_RAISE2,
S_CPOS_RAISE3,
S_CPOS_RAISE4,
S_CPOS_RAISE5,
S_CPOS_RAISE6,
S_CPOS_RAISE7,
S_TROO_STND,
S_TROO_STND2,
S_TROO_RUN1,
S_TROO_RUN2,
S_TROO_RUN3,
S_TROO_RUN4,
S_TROO_RUN5,
S_TROO_RUN6,
S_TROO_RUN7,
S_TROO_RUN8,
S_TROO_ATK1,
S_TROO_ATK2,
S_TROO_ATK3,
S_TROO_PAIN,
S_TROO_PAIN2,
S_TROO_DIE1,
S_TROO_DIE2,
S_TROO_DIE3,
S_TROO_DIE4,
S_TROO_DIE5,
S_TROO_XDIE1,
S_TROO_XDIE2,
S_TROO_XDIE3,
S_TROO_XDIE4,
S_TROO_XDIE5,
S_TROO_XDIE6,
S_TROO_XDIE7,
S_TROO_XDIE8,
S_TROO_RAISE1,
S_TROO_RAISE2,
S_TROO_RAISE3,
S_TROO_RAISE4,
S_TROO_RAISE5,
S_SARG_STND,
S_SARG_STND2,
S_SARG_RUN1,
S_SARG_RUN2,
S_SARG_RUN3,
S_SARG_RUN4,
S_SARG_RUN5,
S_SARG_RUN6,
S_SARG_RUN7,
S_SARG_RUN8,
S_SARG_ATK1,
S_SARG_ATK2,
S_SARG_ATK3,
S_SARG_PAIN,
S_SARG_PAIN2,
S_SARG_DIE1,
S_SARG_DIE2,
S_SARG_DIE3,
S_SARG_DIE4,
S_SARG_DIE5,
S_SARG_DIE6,
S_SARG_RAISE1,
S_SARG_RAISE2,
S_SARG_RAISE3,
S_SARG_RAISE4,
S_SARG_RAISE5,
S_SARG_RAISE6,
S_HEAD_STND,
S_HEAD_RUN1,
S_HEAD_ATK1,
S_HEAD_ATK2,
S_HEAD_ATK3,
S_HEAD_PAIN,
S_HEAD_PAIN2,
S_HEAD_PAIN3,
S_HEAD_DIE1,
S_HEAD_DIE2,
S_HEAD_DIE3,
S_HEAD_DIE4,
S_HEAD_DIE5,
S_HEAD_DIE6,
S_HEAD_RAISE1,
S_HEAD_RAISE2,
S_HEAD_RAISE3,
S_HEAD_RAISE4,
S_HEAD_RAISE5,
S_HEAD_RAISE6,
S_BRBALL1,
S_BRBALL2,
S_BRBALLX1,
S_BRBALLX2,
S_BRBALLX3,
S_BOSS_STND,
S_BOSS_STND2,
S_BOSS_RUN1,
S_BOSS_RUN2,
S_BOSS_RUN3,
S_BOSS_RUN4,
S_BOSS_RUN5,
S_BOSS_RUN6,
S_BOSS_RUN7,
S_BOSS_RUN8,
S_BOSS_ATK1,
S_BOSS_ATK2,
S_BOSS_ATK3,
S_BOSS_PAIN,
S_BOSS_PAIN2,
S_BOSS_DIE1,
S_BOSS_DIE2,
S_BOSS_DIE3,
S_BOSS_DIE4,
S_BOSS_DIE5,
S_BOSS_DIE6,
S_BOSS_DIE7,
S_BOSS_RAISE1,
S_BOSS_RAISE2,
S_BOSS_RAISE3,
S_BOSS_RAISE4,
S_BOSS_RAISE5,
S_BOSS_RAISE6,
S_BOSS_RAISE7,
S_BOS2_STND,
S_BOS2_STND2,
S_BOS2_RUN1,
S_BOS2_RUN2,
S_BOS2_RUN3,
S_BOS2_RUN4,
S_BOS2_RUN5,
S_BOS2_RUN6,
S_BOS2_RUN7,
S_BOS2_RUN8,
S_BOS2_ATK1,
S_BOS2_ATK2,
S_BOS2_ATK3,
S_BOS2_PAIN,
S_BOS2_PAIN2,
S_BOS2_DIE1,
S_BOS2_DIE2,
S_BOS2_DIE3,
S_BOS2_DIE4,
S_BOS2_DIE5,
S_BOS2_DIE6,
S_BOS2_DIE7,
S_BOS2_RAISE1,
S_BOS2_RAISE2,
S_BOS2_RAISE3,
S_BOS2_RAISE4,
S_BOS2_RAISE5,
S_BOS2_RAISE6,
S_BOS2_RAISE7,
S_SKULL_STND,
S_SKULL_STND2,
S_SKULL_RUN1,
S_SKULL_RUN2,
S_SKULL_ATK1,
S_SKULL_ATK2,
S_SKULL_ATK3,
S_SKULL_ATK4,
S_SKULL_PAIN,
S_SKULL_PAIN2,
S_SKULL_DIE1,
S_SKULL_DIE2,
S_SKULL_DIE3,
S_SKULL_DIE4,
S_SKULL_DIE5,
S_SKULL_DIE6,
S_SPID_STND,
S_SPID_STND2,
S_SPID_RUN1,
S_SPID_RUN2,
S_SPID_RUN3,
S_SPID_RUN4,
S_SPID_RUN5,
S_SPID_RUN6,
S_SPID_RUN7,
S_SPID_RUN8,
S_SPID_RUN9,
S_SPID_RUN10,
S_SPID_RUN11,
S_SPID_RUN12,
S_SPID_ATK1,
S_SPID_ATK2,
S_SPID_ATK3,
S_SPID_ATK4,
S_SPID_PAIN,
S_SPID_PAIN2,
S_SPID_DIE1,
S_SPID_DIE2,
S_SPID_DIE3,
S_SPID_DIE4,
S_SPID_DIE5,
S_SPID_DIE6,
S_SPID_DIE7,
S_SPID_DIE8,
S_SPID_DIE9,
S_SPID_DIE10,
S_SPID_DIE11,
S_BSPI_STND,
S_BSPI_STND2,
S_BSPI_SIGHT,
S_BSPI_RUN1,
S_BSPI_RUN2,
S_BSPI_RUN3,
S_BSPI_RUN4,
S_BSPI_RUN5,
S_BSPI_RUN6,
S_BSPI_RUN7,
S_BSPI_RUN8,
S_BSPI_RUN9,
S_BSPI_RUN10,
S_BSPI_RUN11,
S_BSPI_RUN12,
S_BSPI_ATK1,
S_BSPI_ATK2,
S_BSPI_ATK3,
S_BSPI_ATK4,
S_BSPI_PAIN,
S_BSPI_PAIN2,
S_BSPI_DIE1,
S_BSPI_DIE2,
S_BSPI_DIE3,
S_BSPI_DIE4,
S_BSPI_DIE5,
S_BSPI_DIE6,
S_BSPI_DIE7,
S_BSPI_RAISE1,
S_BSPI_RAISE2,
S_BSPI_RAISE3,
S_BSPI_RAISE4,
S_BSPI_RAISE5,
S_BSPI_RAISE6,
S_BSPI_RAISE7,
S_ARACH_PLAZ,
S_ARACH_PLAZ2,
S_ARACH_PLEX,
S_ARACH_PLEX2,
S_ARACH_PLEX3,
S_ARACH_PLEX4,
S_ARACH_PLEX5,
S_CYBER_STND,
S_CYBER_STND2,
S_CYBER_RUN1,
S_CYBER_RUN2,
S_CYBER_RUN3,
S_CYBER_RUN4,
S_CYBER_RUN5,
S_CYBER_RUN6,
S_CYBER_RUN7,
S_CYBER_RUN8,
S_CYBER_ATK1,
S_CYBER_ATK2,
S_CYBER_ATK3,
S_CYBER_ATK4,
S_CYBER_ATK5,
S_CYBER_ATK6,
S_CYBER_PAIN,
S_CYBER_DIE1,
S_CYBER_DIE2,
S_CYBER_DIE3,
S_CYBER_DIE4,
S_CYBER_DIE5,
S_CYBER_DIE6,
S_CYBER_DIE7,
S_CYBER_DIE8,
S_CYBER_DIE9,
S_CYBER_DIE10,
S_PAIN_STND,
S_PAIN_RUN1,
S_PAIN_RUN2,
S_PAIN_RUN3,
S_PAIN_RUN4,
S_PAIN_RUN5,
S_PAIN_RUN6,
S_PAIN_ATK1,
S_PAIN_ATK2,
S_PAIN_ATK3,
S_PAIN_ATK4,
S_PAIN_PAIN,
S_PAIN_PAIN2,
S_PAIN_DIE1,
S_PAIN_DIE2,
S_PAIN_DIE3,
S_PAIN_DIE4,
S_PAIN_DIE5,
S_PAIN_DIE6,
S_PAIN_RAISE1,
S_PAIN_RAISE2,
S_PAIN_RAISE3,
S_PAIN_RAISE4,
S_PAIN_RAISE5,
S_PAIN_RAISE6,
S_SSWV_STND,
S_SSWV_STND2,
S_SSWV_RUN1,
S_SSWV_RUN2,
S_SSWV_RUN3,
S_SSWV_RUN4,
S_SSWV_RUN5,
S_SSWV_RUN6,
S_SSWV_RUN7,
S_SSWV_RUN8,
S_SSWV_ATK1,
S_SSWV_ATK2,
S_SSWV_ATK3,
S_SSWV_ATK4,
S_SSWV_ATK5,
S_SSWV_ATK6,
S_SSWV_PAIN,
S_SSWV_PAIN2,
S_SSWV_DIE1,
S_SSWV_DIE2,
S_SSWV_DIE3,
S_SSWV_DIE4,
S_SSWV_DIE5,
S_SSWV_XDIE1,
S_SSWV_XDIE2,
S_SSWV_XDIE3,
S_SSWV_XDIE4,
S_SSWV_XDIE5,
S_SSWV_XDIE6,
S_SSWV_XDIE7,
S_SSWV_XDIE8,
S_SSWV_XDIE9,
S_SSWV_RAISE1,
S_SSWV_RAISE2,
S_SSWV_RAISE3,
S_SSWV_RAISE4,
S_SSWV_RAISE5,
S_KEENSTND,
S_COMMKEEN,
S_COMMKEEN2,
S_COMMKEEN3,
S_COMMKEEN4,
S_COMMKEEN5,
S_COMMKEEN6,
S_COMMKEEN7,
S_COMMKEEN8,
S_COMMKEEN9,
S_COMMKEEN10,
S_COMMKEEN11,
S_COMMKEEN12,
S_KEENPAIN,
S_KEENPAIN2,
S_BRAIN,
S_BRAIN_PAIN,
S_BRAIN_DIE1,
S_BRAIN_DIE2,
S_BRAIN_DIE3,
S_BRAIN_DIE4,
S_BRAINEYE,
S_BRAINEYESEE,
S_BRAINEYE1,
S_SPAWN1,
S_SPAWN2,
S_SPAWN3,
S_SPAWN4,
S_SPAWNFIRE1,
S_SPAWNFIRE2,
S_SPAWNFIRE3,
S_SPAWNFIRE4,
S_SPAWNFIRE5,
S_SPAWNFIRE6,
S_SPAWNFIRE7,
S_SPAWNFIRE8,
S_BRAINEXPLODE1,
S_BRAINEXPLODE2,
S_BRAINEXPLODE3,
S_ARM1,
S_ARM1A,
S_ARM2,
S_ARM2A,
S_BAR1,
S_BAR2,
S_BEXP,
S_BEXP2,
S_BEXP3,
S_BEXP4,
S_BEXP5,
S_BBAR1,
S_BBAR2,
S_BBAR3,
S_BON1,
S_BON1A,
S_BON1B,
S_BON1C,
S_BON1D,
S_BON1E,
S_BON2,
S_BON2A,
S_BON2B,
S_BON2C,
S_BON2D,
S_BON2E,
S_BKEY,
S_BKEY2,
S_RKEY,
S_RKEY2,
S_YKEY,
S_YKEY2,
S_BSKULL,
S_BSKULL2,
S_RSKULL,
S_RSKULL2,
S_YSKULL,
S_YSKULL2,
S_STIM,
S_MEDI,
S_SOUL,
S_SOUL2,
S_SOUL3,
S_SOUL4,
S_SOUL5,
S_SOUL6,
S_PINV,
S_PINV2,
S_PINV3,
S_PINV4,
S_PSTR,
S_PINS,
S_PINS2,
S_PINS3,
S_PINS4,
S_MEGA,
S_MEGA2,
S_MEGA3,
S_MEGA4,
S_SUIT,
S_PMAP,
S_PMAP2,
S_PMAP3,
S_PMAP4,
S_PMAP5,
S_PMAP6,
S_PVIS,
S_PVIS2,
S_CLIP,
S_AMMO,
S_ROCK,
S_BROK,
S_CELL,
S_CELP,
S_SHEL,
S_SBOX,
S_BPAK,
S_BFUG,
S_MGUN,
S_CSAW,
S_LAUN,
S_PLAS,
S_SHOT,
S_SHOT2,
S_COLU,
S_STALAG,
S_BLOODYTWITCH,
S_BLOODYTWITCH2,
S_BLOODYTWITCH3,
S_BLOODYTWITCH4,
S_DEADTORSO,
S_DEADBOTTOM,
S_HEADSONSTICK,
S_GIBS,
S_HEADONASTICK,
S_HEADCANDLES,
S_HEADCANDLES2,
S_DEADSTICK,
S_LIVESTICK,
S_LIVESTICK2,
S_MEAT2,
S_MEAT3,
S_MEAT4,
S_MEAT5,
S_STALAGTITE,
S_TALLGRNCOL,
S_SHRTGRNCOL,
S_TALLREDCOL,
S_SHRTREDCOL,
S_CANDLESTIK,
S_CANDELABRA,
S_SKULLCOL,
S_TORCHTREE,
S_BIGTREE,
S_TECHPILLAR,
S_EVILEYE,
S_EVILEYE2,
S_EVILEYE3,
S_EVILEYE4,
S_FLOATSKULL,
S_FLOATSKULL2,
S_FLOATSKULL3,
S_HEARTCOL,
S_HEARTCOL2,
S_BLUETORCH,
S_BLUETORCH2,
S_BLUETORCH3,
S_BLUETORCH4,
S_GREENTORCH,
S_GREENTORCH2,
S_GREENTORCH3,
S_GREENTORCH4,
S_REDTORCH,
S_REDTORCH2,
S_REDTORCH3,
S_REDTORCH4,
S_BTORCHSHRT,
S_BTORCHSHRT2,
S_BTORCHSHRT3,
S_BTORCHSHRT4,
S_GTORCHSHRT,
S_GTORCHSHRT2,
S_GTORCHSHRT3,
S_GTORCHSHRT4,
S_RTORCHSHRT,
S_RTORCHSHRT2,
S_RTORCHSHRT3,
S_RTORCHSHRT4,
S_HANGNOGUTS,
S_HANGBNOBRAIN,
S_HANGTLOOKDN,
S_HANGTSKULL,
S_HANGTLOOKUP,
S_HANGTNOBRAIN,
S_COLONGIBS,
S_SMALLPOOL,
S_BRAINSTEM,
S_TECHLAMP,
S_TECHLAMP2,
S_TECHLAMP3,
S_TECHLAMP4,
S_TECH2LAMP,
S_TECH2LAMP2,
S_TECH2LAMP3,
S_TECH2LAMP4,
S_TNT1, /* add state for invisible sprite phares 3/8/98 */
S_GRENADE, /* killough 8/9/98: grenade launcher */
S_DETONATE, /* killough 8/9/98: detonation of objects */
S_DETONATE2,
S_DETONATE3,
// always count dog states, even if dogs are disabled
S_DOGS_STND, /* killough 7/19/98: Marine's best friend :) */
S_DOGS_STND2,
S_DOGS_RUN1,
S_DOGS_RUN2,
S_DOGS_RUN3,
S_DOGS_RUN4,
S_DOGS_RUN5,
S_DOGS_RUN6,
S_DOGS_RUN7,
S_DOGS_RUN8,
S_DOGS_ATK1,
S_DOGS_ATK2,
S_DOGS_ATK3,
S_DOGS_PAIN,
S_DOGS_PAIN2,
S_DOGS_DIE1,
S_DOGS_DIE2,
S_DOGS_DIE3,
S_DOGS_DIE4,
S_DOGS_DIE5,
S_DOGS_DIE6,
S_DOGS_RAISE1,
S_DOGS_RAISE2,
S_DOGS_RAISE3,
S_DOGS_RAISE4,
S_DOGS_RAISE5,
S_DOGS_RAISE6,
// add dummy beta bfg / lost soul frames for dehacked compatibility
// fixes bug #1576151 (part 2)
S_OLDBFG1, // killough 7/11/98: the old BFG's 43 firing frames
S_OLDBFG42 = S_OLDBFG1+41,
S_OLDBFG43,
S_PLS1BALL, // killough 7/19/98: first plasma fireball in the beta
S_PLS1BALL2,
S_PLS1EXP,
S_PLS1EXP2,
S_PLS1EXP3,
S_PLS1EXP4,
S_PLS1EXP5,
S_PLS2BALL, // killough 7/19/98: second plasma fireball in the beta
S_PLS2BALL2,
S_PLS2BALLX1,
S_PLS2BALLX2,
S_PLS2BALLX3,
S_BON3, // killough 7/11/98: evil sceptre in beta version
S_BON4, // killough 7/11/98: unholy bible in beta version
// killough 10/98: beta lost souls were different from their modern cousins
S_BSKUL_STND,
S_BSKUL_RUN1,
S_BSKUL_RUN2,
S_BSKUL_RUN3,
S_BSKUL_RUN4,
S_BSKUL_ATK1,
S_BSKUL_ATK2,
S_BSKUL_ATK3,
S_BSKUL_PAIN1,
S_BSKUL_PAIN2,
S_BSKUL_PAIN3,
S_BSKUL_DIE1,
S_BSKUL_DIE2,
S_BSKUL_DIE3,
S_BSKUL_DIE4,
S_BSKUL_DIE5,
S_BSKUL_DIE6,
S_BSKUL_DIE7,
S_BSKUL_DIE8,
S_MUSHROOM, /* killough 10/98: mushroom explosion effect */
NUMSTATES /* Counter of how many there are */
} statenum_t;
/********************************************************************
* Definition of the state (frames) structure *
********************************************************************/
typedef struct
{
spritenum_t sprite; /* sprite number to show */
long frame; /* which frame/subframe of the sprite is shown */
long tics; /* number of gametics this frame should last */
actionf_t action; /* code pointer to function for action if any */
statenum_t nextstate; /* linked list pointer to next state or zero */
long misc1, misc2; /* apparently never used in DOOM */
} state_t;
/* these are in info.c */
extern state_t states[NUMSTATES];
extern const char *sprnames[]; /* 1/17/98 killough - CPhipps - const */
/********************************************************************
* Thing enumeration -- must match info.c *
********************************************************************
* Note that many of these are generically named for the ornamentals
*/
typedef enum {
MT_PLAYER,
MT_POSSESSED,
MT_SHOTGUY,
MT_VILE,
MT_FIRE,
MT_UNDEAD,
MT_TRACER,
MT_SMOKE,
MT_FATSO,
MT_FATSHOT,
MT_CHAINGUY,
MT_TROOP,
MT_SERGEANT,
MT_SHADOWS,
MT_HEAD,
MT_BRUISER,
MT_BRUISERSHOT,
MT_KNIGHT,
MT_SKULL,
MT_SPIDER,
MT_BABY,
MT_CYBORG,
MT_PAIN,
MT_WOLFSS,
MT_KEEN,
MT_BOSSBRAIN,
MT_BOSSSPIT,
MT_BOSSTARGET,
MT_SPAWNSHOT,
MT_SPAWNFIRE,
MT_BARREL,
MT_TROOPSHOT,
MT_HEADSHOT,
MT_ROCKET,
MT_PLASMA,
MT_BFG,
MT_ARACHPLAZ,
MT_PUFF,
MT_BLOOD,
MT_TFOG,
MT_IFOG,
MT_TELEPORTMAN,
MT_EXTRABFG,
MT_MISC0,
MT_MISC1,
MT_MISC2,
MT_MISC3,
MT_MISC4,
MT_MISC5,
MT_MISC6,
MT_MISC7,
MT_MISC8,
MT_MISC9,
MT_MISC10,
MT_MISC11,
MT_MISC12,
MT_INV,
MT_MISC13,
MT_INS,
MT_MISC14,
MT_MISC15,
MT_MISC16,
MT_MEGA,
MT_CLIP,
MT_MISC17,
MT_MISC18,
MT_MISC19,
MT_MISC20,
MT_MISC21,
MT_MISC22,
MT_MISC23,
MT_MISC24,
MT_MISC25,
MT_CHAINGUN,
MT_MISC26,
MT_MISC27,
MT_MISC28,
MT_SHOTGUN,
MT_SUPERSHOTGUN,
MT_MISC29,
MT_MISC30,
MT_MISC31,
MT_MISC32,
MT_MISC33,
MT_MISC34,
MT_MISC35,
MT_MISC36,
MT_MISC37,
MT_MISC38,
MT_MISC39,
MT_MISC40,
MT_MISC41,
MT_MISC42,
MT_MISC43,
MT_MISC44,
MT_MISC45,
MT_MISC46,
MT_MISC47,
MT_MISC48,
MT_MISC49,
MT_MISC50,
MT_MISC51,
MT_MISC52,
MT_MISC53,
MT_MISC54,
MT_MISC55,
MT_MISC56,
MT_MISC57,
MT_MISC58,
MT_MISC59,
MT_MISC60,
MT_MISC61,
MT_MISC62,
MT_MISC63,
MT_MISC64,
MT_MISC65,
MT_MISC66,
MT_MISC67,
MT_MISC68,
MT_MISC69,
MT_MISC70,
MT_MISC71,
MT_MISC72,
MT_MISC73,
MT_MISC74,
MT_MISC75,
MT_MISC76,
MT_MISC77,
MT_MISC78,
MT_MISC79,
MT_MISC80,
MT_MISC81,
MT_MISC82,
MT_MISC83,
MT_MISC84,
MT_MISC85,
MT_MISC86,
MT_PUSH, /* controls push source - phares */
MT_PULL, /* controls pull source - phares 3/20/98 */
#ifdef DOGS
MT_DOGS, /* killough 7/19/98: Marine's best friend */
#endif
/* proff 11/22/98: Andy Baker's stealth monsters (next 12)
* cph - moved below the MBF stuff, no need to displace them */
MT_STEALTHBABY,
MT_STEALTHVILE,
MT_STEALTHBRUISER,
MT_STEALTHHEAD,
MT_STEALTHCHAINGUY,
MT_STEALTHSERGEANT,
MT_STEALTHKNIGHT,
MT_STEALTHIMP,
MT_STEALTHFATSO,
MT_STEALTHUNDEAD,
MT_STEALTHSHOTGUY,
MT_STEALTHZOMBIE,
NUMMOBJTYPES // Counter of how many there are
} mobjtype_t;
/********************************************************************
* Definition of the Thing structure
********************************************************************/
/* Note that these are only indices to the state, sound, etc. arrays
* and not actual pointers. Most can be set to zero if the action or
* sound doesn't apply (like lamps generally don't attack or whistle).
*/
typedef struct
{
int doomednum; /* Thing number used in id's editor, and now
probably by every other editor too */
int spawnstate; /* The state (frame) index when this Thing is
first created */
int spawnhealth; /* The initial hit points for this Thing */
int seestate; /* The state when it sees you or wakes up */
int seesound; /* The sound it makes when waking */
int reactiontime; /* How many tics it waits after it wakes up
before it will start to attack, in normal
skills (halved for nightmare) */
int attacksound; /* The sound it makes when it attacks */
int painstate; /* The state to indicate pain */
int painchance; /* A number that is checked against a random
number 0-255 to see if the Thing is supposed
to go to its painstate or not. Note this
has absolutely nothing to do with the chance
it will get hurt, just the chance of it
reacting visibly. */
int painsound; /* The sound it emits when it feels pain */
int meleestate; /* Melee==close attack */
int missilestate; /* What states to use when it's in the air, if
in fact it is ever used as a missile */
int deathstate; /* What state begins the death sequence */
int xdeathstate; /* What state begins the horrible death sequence
like when a rocket takes out a trooper */
int deathsound; /* The death sound. See also A_Scream() in
p_enemy.c for some tweaking that goes on
for certain monsters */
int speed; /* How fast it moves. Too fast and it can miss
collision logic. */
int radius; /* An often incorrect radius */
int height; /* An often incorrect height, used only to see
if a monster can enter a sector */
int mass; /* How much an impact will move it. Cacodemons
seem to retreat when shot because they have
very little mass and are moved by impact */
int damage; /* If this is a missile, how much does it hurt? */
int activesound; /* What sound it makes wandering around, once
in a while. Chance is 3/256 it will. */
uint_64_t flags; /* Bit masks for lots of things. See p_mobj.h */
int raisestate; /* The first state for an Archvile or respawn
resurrection. Zero means it won't come
back to life. */
} mobjinfo_t;
/* See p_mobj_h for addition more technical info */
extern mobjinfo_t mobjinfo[NUMMOBJTYPES];
#endif