#ifndef __RES_SPRITES_H
#define __RES_SPRITES_H

#include "vectors.h"

#define MAX_SPRITE_FRAMES	29		// [RH] Macro-ized as in BOOM.

//
// Sprites are patches with a special naming convention so they can be
// recognized by R_InitSprites. The base name is NNNNFx or NNNNFxFx, with
// x indicating the rotation, x = 0, 1-7. The sprite and frame specified
// by a thing_t is range checked at run time.
// A sprite is a patch_t that is assumed to represent a three dimensional
// object and may have multiple rotations pre drawn. Horizontal flipping
// is used to save space, thus NNNNF2F5 defines a mirrored patch.
// Some sprites will only have one picture used for all views: NNNNF0
//
struct spriteframe_t
{
	struct FVoxelDef *Voxel;// voxel to use for this frame
	FTextureID Texture[16];	// texture to use for view angles 0-15
	WORD Flip;				// flip (1 = flip) to use for view angles 0-15.
};

//
// A sprite definition:
//	a number of animation frames.
//

struct spritedef_t
{
	union
	{
		char name[5];
		DWORD dwName;
	};
	BYTE numframes;
	WORD spriteframes;
};

extern TArray<spriteframe_t> SpriteFrames;


//
// [RH] Internal "skin" definition.
//
class FPlayerSkin
{
public:
	char		name[17];	// 16 chars + NULL
	char		face[4];	// 3 chars ([MH] + NULL so can use as a C string)
	BYTE		gender;		// This skin's gender (not really used)
	BYTE		range0start;
	BYTE		range0end;
	bool		othergame;	// [GRB]
	DVector2	Scale;
	int			sprite;
	int			crouchsprite;
	int			namespc;	// namespace for this skin
};

extern size_t			numskins;	// [RH]
extern FPlayerSkin	*	skins;		// [RH]

extern BYTE				OtherGameSkinRemap[256];
extern PalEntry			OtherGameSkinPalette[256];

void R_InitSprites ();
void R_DeinitSpriteData ();

#endif
