shithub: riscv

ref: 27a696b145c85e7d892e97a5819565d298c8cd2b
dir: /sys/src/games/doom/p_pspr.h/

View raw version
// 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;

#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------