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

119 lines
3.1 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:
* Sprite animation.
*
*-----------------------------------------------------------------------------*/
#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
/*
* Frame flags:
* handles maximum brightness (torches, muzzle flare, light sources)
*/
#define FF_FULLBRIGHT 0x8000 /* flag in thing->frame */
#define FF_FRAMEMASK 0x7fff
/*
* Overlay psprites are scaled shapes
* drawn directly on the view screen,
* coordinates are given for a 320*200 view screen.
*/
typedef enum
{
ps_weapon,
ps_flash,
NUMPSPRITES
} psprnum_t;
typedef struct
{
state_t *state; /* a NULL state means not active */
int tics;
fixed_t sx;
fixed_t sy;
} pspdef_t;
extern int weapon_preferences[2][NUMWEAPONS+1]; /* killough 5/2/98 */
int P_WeaponPreferred(int w1, int w2);
struct player_s;
int P_SwitchWeapon(struct player_s *player);
boolean P_CheckAmmo(struct player_s *player);
void P_SetupPsprites(struct player_s *curplayer);
void P_MovePsprites(struct player_s *curplayer);
void P_DropWeapon(struct player_s *player);
void A_Light0();
void A_WeaponReady();
void A_Lower();
void A_Raise();
void A_Punch();
void A_ReFire();
void A_FirePistol();
void A_Light1();
void A_FireShotgun();
void A_Light2();
void A_FireShotgun2();
void A_CheckReload();
void A_OpenShotgun2();
void A_LoadShotgun2();
void A_CloseShotgun2();
void A_FireCGun();
void A_GunFlash();
void A_FireMissile();
void A_Saw();
void A_FirePlasma();
void A_BFGsound();
void A_FireBFG();
void A_BFGSpray();
#endif