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1/* Emacs style mode select -*- C++ -*-
2 *-----------------------------------------------------------------------------
3 *
4 *
5 * PrBoom: a Doom port merged with LxDoom and LSDLDoom
6 * based on BOOM, a modified and improved DOOM engine
7 * Copyright (C) 1999 by
8 * id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
9 * Copyright (C) 1999-2000 by
10 * Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
11 * Copyright 2005, 2006 by
12 * Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
13 *
14 * This program is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU General Public License
16 * as published by the Free Software Foundation; either version 2
17 * of the License, or (at your option) any later version.
18 *
19 * This program is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 * GNU General Public License for more details.
23 *
24 * You should have received a copy of the GNU General Public License
25 * along with this program; if not, write to the Free Software
26 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
27 * 02111-1307, USA.
28 *
29 * DESCRIPTION:
30 * Sprite animation.
31 *
32 *-----------------------------------------------------------------------------*/
33
34#ifndef __P_PSPR__
35#define __P_PSPR__
36
37/* Basic data types.
38 * Needs fixed point, and BAM angles. */
39
40#include "m_fixed.h"
41#include "tables.h"
42
43/* Needs to include the precompiled sprite animation tables.
44 *
45 * Header generated by multigen utility.
46 * This includes all the data for thing animation,
47 * i.e. the Thing Atrributes table and the Frame Sequence table.
48 */
49
50#include "info.h"
51
52#ifdef __GNUG__
53#pragma interface
54#endif
55
56/*
57 * Frame flags:
58 * handles maximum brightness (torches, muzzle flare, light sources)
59 */
60
61#define FF_FULLBRIGHT 0x8000 /* flag in thing->frame */
62#define FF_FRAMEMASK 0x7fff
63
64/*
65 * Overlay psprites are scaled shapes
66 * drawn directly on the view screen,
67 * coordinates are given for a 320*200 view screen.
68 */
69
70typedef enum
71{
72 ps_weapon,
73 ps_flash,
74 NUMPSPRITES
75} psprnum_t;
76
77typedef struct
78{
79 state_t *state; /* a NULL state means not active */
80 int tics;
81 fixed_t sx;
82 fixed_t sy;
83} pspdef_t;
84
85extern int weapon_preferences[2][NUMWEAPONS+1]; /* killough 5/2/98 */
86int P_WeaponPreferred(int w1, int w2);
87
88struct player_s;
89int P_SwitchWeapon(struct player_s *player);
90boolean P_CheckAmmo(struct player_s *player);
91void P_SetupPsprites(struct player_s *curplayer);
92void P_MovePsprites(struct player_s *curplayer);
93void P_DropWeapon(struct player_s *player);
94
95void A_Light0();
96void A_WeaponReady();
97void A_Lower();
98void A_Raise();
99void A_Punch();
100void A_ReFire();
101void A_FirePistol();
102void A_Light1();
103void A_FireShotgun();
104void A_Light2();
105void A_FireShotgun2();
106void A_CheckReload();
107void A_OpenShotgun2();
108void A_LoadShotgun2();
109void A_CloseShotgun2();
110void A_FireCGun();
111void A_GunFlash();
112void A_FireMissile();
113void A_Saw();
114void A_FirePlasma();
115void A_BFGsound();
116void A_FireBFG();
117void A_BFGSpray();
118
119#endif