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 /*
53  * Frame flags:
54  * handles maximum brightness (torches, muzzle flare, light sources)
55  */
56 
57 #define FF_FULLBRIGHT   0x8000  /* flag in thing->frame */
58 #define FF_FRAMEMASK    0x7fff
59 
60 /*
61  * Overlay psprites are scaled shapes
62  * drawn directly on the view screen,
63  * coordinates are given for a 320*200 view screen.
64  */
65 
66 typedef enum
67 {
68   ps_weapon,
69   ps_flash,
70   NUMPSPRITES
71 } psprnum_t;
72 
73 typedef struct
74 {
75   state_t *state;       /* a NULL state means not active */
76   int     tics;
77   fixed_t sx;
78   fixed_t sy;
79 } pspdef_t;
80 
81 extern int weapon_preferences[2][NUMWEAPONS+1];      /* killough 5/2/98 */
82 int P_WeaponPreferred(int w1, int w2);
83 
84 struct player_s;
85 int P_SwitchWeapon(struct player_s *player);
86 int P_GetAmmoLevel(struct player_s *player, weapontype_t weapon);
87 dbool P_CheckAmmo(struct player_s *player);
88 void P_SetupPsprites(struct player_s *curplayer);
89 void P_MovePsprites(struct player_s *curplayer);
90 void P_DropWeapon(struct player_s *player);
91 
92 void A_Light0();
93 void A_WeaponReady();
94 void A_Lower();
95 void A_Raise();
96 void A_Punch();
97 void A_ReFire();
98 void A_FirePistol();
99 void A_Light1();
100 void A_FireShotgun();
101 void A_Light2();
102 void A_FireShotgun2();
103 void A_CheckReload();
104 void A_OpenShotgun2();
105 void A_LoadShotgun2();
106 void A_CloseShotgun2();
107 void A_FireCGun();
108 void A_GunFlash();
109 void A_FireMissile();
110 void A_Saw();
111 void A_FirePlasma();
112 void A_BFGsound();
113 void A_FireBFG();
114 void A_BFGSpray();
115 void A_FireOldBFG();
116 
117 #endif
118