gzdoom/src/r_data/sprites.h

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#ifndef __RES_SPRITES_H
#define __RES_SPRITES_H
#include "vectors.h"
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#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
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uint16_t Flip; // flip (1 = flip) to use for view angles 0-15.
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};
//
// A sprite definition:
// a number of animation frames.
//
struct spritedef_t
{
union
{
char name[5];
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uint32_t dwName;
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};
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uint8_t numframes;
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uint16_t spriteframes;
FTextureID GetSpriteFrame(int frame, int rot, DAngle ang, bool *mirror, bool flipagain = false);
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};
extern TArray<spriteframe_t> SpriteFrames;
//
// [RH] Internal "skin" definition.
//
class FPlayerSkin
{
public:
FString Name;
FString Face;
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uint8_t gender = 0; // This skin's gender (not really used)
uint8_t range0start = 0;
uint8_t range0end = 0;
bool othergame = 0; // [GRB]
DVector2 Scale = { 1, 1 };
int sprite = 0;
int crouchsprite = 0;
int namespc = 0; // namespace for this skin
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};
extern TArray<FPlayerSkin> Skins;
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extern uint8_t OtherGameSkinRemap[256];
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extern PalEntry OtherGameSkinPalette[256];
void R_InitSprites ();
#endif