// // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 2005-2014 Simon Howard // // 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. // // 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" // // 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