1 /* Emacs style mode select -*- C++ -*-
2 *-----------------------------------------------------------------------------
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
12 * This program is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU General Public License
14 * as published by the Free Software Foundation; either version 2
15 * of the License, or (at your option) any later version.
17 * This program is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 * GNU General Public License for more details.
22 * You should have received a copy of the GNU General Public License
23 * along with this program; if not, write to the Free Software
24 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
30 *-----------------------------------------------------------------------------*/
36 * Needs fixed point, and BAM angles. */
41 /* Needs to include the precompiled sprite animation tables.
43 * Header generated by multigen utility.
44 * This includes all the data for thing animation,
45 * i.e. the Thing Atrributes table and the Frame Sequence table.
56 * handles maximum brightness (torches, muzzle flare, light sources)
59 #define FF_FULLBRIGHT 0x8000 /* flag in thing->frame */
60 #define FF_FRAMEMASK 0x7fff
63 * Overlay psprites are scaled shapes
64 * drawn directly on the view screen,
65 * coordinates are given for a 320*200 view screen.
77 state_t
*state
; /* a NULL state means not active */
83 extern int weapon_preferences
[2][NUMWEAPONS
+1]; /* killough 5/2/98 */
84 int P_WeaponPreferred(int w1
, int w2
);
87 int P_SwitchWeapon(struct player_s
*player
);
88 boolean
P_CheckAmmo(struct player_s
*player
);
89 void P_SetupPsprites(struct player_s
*curplayer
);
90 void P_MovePsprites(struct player_s
*curplayer
);
91 void P_DropWeapon(struct player_s
*player
);