// Emacs style mode select   -*- C++ -*- 
//-----------------------------------------------------------------------------
//
// $Id: p_pspr.h,v 1.5 1998/05/03 22:54:44 killough Exp $
//
//  BOOM, a modified and improved DOOM engine
//  Copyright (C) 1999 by
//  id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
//
//  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.
//
//  You should have received a copy of the GNU General Public License
//  along with this program; if not, write to the Free Software
//  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 
//  02111-1307, USA.
//
// 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;

extern int weapon_preferences[2][NUMWEAPONS+1];      // killough 5/2/98
int P_WeaponPreferred(int w1, int w2);

struct player_s;
int P_SwitchWeapon(struct player_s *player);
boolean P_CheckAmmo(struct player_s *player);
void P_SetupPsprites(struct player_s *curplayer);
void P_MovePsprites(struct player_s *curplayer);
void P_DropWeapon(struct player_s *player);

#endif

//----------------------------------------------------------------------------
//
// $Log: p_pspr.h,v $
// Revision 1.5  1998/05/03  22:54:44  killough
// beautification, add external decls formerly in p_local.h
//
// Revision 1.4  1998/02/15  02:48:15  phares
// User-defined keys
//
// Revision 1.3  1998/02/09  03:06:18  killough
// Add player weapon preference options
//
// Revision 1.2  1998/01/26  19:27:25  phares
// First rev with no ^Ms
//
// Revision 1.1.1.1  1998/01/19  14:03:09  rand
// Lee's Jan 19 sources
//
//----------------------------------------------------------------------------
