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// Emacs style mode select   -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// DESCRIPTION:
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//  Sprite animation.
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//
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//-----------------------------------------------------------------------------
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#ifndef __P_PSPR__
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#define __P_PSPR__
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// Basic data types.
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// Needs fixed point, and BAM angles.
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#include "m_fixed.h"
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#include "tables.h"
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//
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// Needs to include the precompiled
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//  sprite animation tables.
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// Header generated by multigen utility.
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// This includes all the data for thing animation,
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// i.e. the Thing Atrributes table
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// and the Frame Sequence table.
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#include "info.h"
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#ifdef __GNUG__
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#pragma interface
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#endif
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//
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// Frame flags:
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// handles maximum brightness (torches, muzzle flare, light sources)
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//
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#define FF_FULLBRIGHT	0x8000	// flag in thing->frame
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#define FF_FRAMEMASK	0x7fff
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//
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// Overlay psprites are scaled shapes
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// drawn directly on the view screen,
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// coordinates are given for a 320*200 view screen.
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//
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typedef enum
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{
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    ps_weapon,
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    ps_flash,
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    NUMPSPRITES
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} psprnum_t;
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typedef struct
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{
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    state_t*	state;	// a NULL state means not active
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    int		tics;
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    fixed_t	sx;
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    fixed_t	sy;
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} pspdef_t;
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#endif
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//-----------------------------------------------------------------------------
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//
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// $Log:$
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//
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//-----------------------------------------------------------------------------