// 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 //----------------------------------------------------------------------------- // // $Log:$ // //-----------------------------------------------------------------------------