CGDoom/cgdoom/p_pspr.h

90 lines
1.9 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// 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;
//
// Headers for actions that can be called by the loop handlers et al
//
//void A_BFGSpray (mobj_t* mo);
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------