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71 lines
1.7 KiB
C++
71 lines
1.7 KiB
C++
#ifndef __RES_SPRITES_H
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#define __RES_SPRITES_H
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#include "vectors.h"
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#define MAX_SPRITE_FRAMES 29 // [RH] Macro-ized as in BOOM.
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//
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// Sprites are patches with a special naming convention so they can be
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// recognized by R_InitSprites. The base name is NNNNFx or NNNNFxFx, with
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// x indicating the rotation, x = 0, 1-7. The sprite and frame specified
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// by a thing_t is range checked at run time.
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// A sprite is a patch_t that is assumed to represent a three dimensional
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// object and may have multiple rotations pre drawn. Horizontal flipping
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// is used to save space, thus NNNNF2F5 defines a mirrored patch.
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// Some sprites will only have one picture used for all views: NNNNF0
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//
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struct spriteframe_t
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{
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struct FVoxelDef *Voxel;// voxel to use for this frame
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FTextureID Texture[16]; // texture to use for view angles 0-15
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WORD Flip; // flip (1 = flip) to use for view angles 0-15.
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};
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//
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// A sprite definition:
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// a number of animation frames.
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//
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struct spritedef_t
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{
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union
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{
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char name[5];
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DWORD dwName;
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};
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BYTE numframes;
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WORD spriteframes;
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};
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extern TArray<spriteframe_t> SpriteFrames;
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//
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// [RH] Internal "skin" definition.
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//
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class FPlayerSkin
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{
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public:
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char name[17]; // 16 chars + NULL
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char face[4]; // 3 chars ([MH] + NULL so can use as a C string)
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BYTE gender; // This skin's gender (not really used)
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BYTE range0start;
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BYTE range0end;
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bool othergame; // [GRB]
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DVector2 Scale;
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int sprite;
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int crouchsprite;
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int namespc; // namespace for this skin
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};
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extern size_t numskins; // [RH]
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extern FPlayerSkin * skins; // [RH]
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extern BYTE OtherGameSkinRemap[256];
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extern PalEntry OtherGameSkinPalette[256];
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void R_InitSprites ();
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void R_DeinitSpriteData ();
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#endif
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