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- /* Emacs style mode select -*- C++ -*-
- *-----------------------------------------------------------------------------
- *
- *
- * PrBoom: a Doom port merged with LxDoom and LSDLDoom
- * based on BOOM, a modified and improved DOOM engine
- * Copyright (C) 1999 by
- * id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
- * Copyright (C) 1999-2000 by
- * Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
- * Copyright 2005, 2006 by
- * Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
- * 02111-1307, USA.
- *
- * 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
- {
- const state_t *state; /* a NULL state means not active */
- int tics;
- fixed_t sx;
- fixed_t sy;
- } pspdef_t;
- extern const int weapon_preferences[NUMWEAPONS+1]; /* killough 5/2/98 */
- int P_WeaponPreferred(int w1, int w2);
- struct player_s;
- int P_SwitchWeapon(struct player_s *player);
- boolean P_CheckAmmo(struct player_s *player);
- void P_SetupPsprites(struct player_s *curplayer);
- void P_MovePsprites(struct player_s *curplayer);
- void P_DropWeapon(struct player_s *player);
- int P_WeaponCycleUp(struct player_s *player);
- int P_WeaponCycleDown(struct player_s *player);
- void A_Light0();
- void A_WeaponReady();
- void A_Lower();
- void A_Raise();
- void A_Punch();
- void A_ReFire();
- void A_FirePistol();
- void A_Light1();
- void A_FireShotgun();
- void A_Light2();
- void A_FireShotgun2();
- void A_CheckReload();
- void A_OpenShotgun2();
- void A_LoadShotgun2();
- void A_CloseShotgun2();
- void A_FireCGun();
- void A_GunFlash();
- void A_FireMissile();
- void A_Saw();
- void A_FirePlasma();
- void A_BFGsound();
- void A_FireBFG();
- void A_BFGSpray();
- #endif
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