summaryrefslogtreecommitdiffstats
path: root/apps/plugins/doom/d_items.c
blob: de4cfaa8e2d11c946905f0ac7badaa4127e3382b (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
/* Emacs style mode select   -*- C++ -*-
 *-----------------------------------------------------------------------------
 *
 *
 *  PrBoom a Doom port merged with LxDoom and LSDLDoom
 *  based on BOOM, a modified and improved DOOM engine
 *  Copyright (C) 1999 by
 *  id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
 *  Copyright (C) 1999-2000 by
 *  Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
 *
 *  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:
 *  Something to do with weapon sprite frames. Don't ask me.
 *
 *-----------------------------------------------------------------------------
 */

// We are referring to sprite numbers.
#include "doomtype.h"
#include "info.h"

#ifdef __GNUG__
#pragma implementation "d_items.h"
#endif
#include "d_items.h"


//
// PSPRITE ACTIONS for waepons.
// This struct controls the weapon animations.
//
// Each entry is:
//  ammo/amunition type
//  upstate
//  downstate
//  readystate
//  atkstate, i.e. attack/fire/hit frame
//  flashstate, muzzle flash
//
weaponinfo_t    weaponinfo[NUMWEAPONS] =
   {
      {
         // fist
         am_noammo,
         S_PUNCHUP,
         S_PUNCHDOWN,
         S_PUNCH,
         S_PUNCH1,
         S_NULL
      },
      {
         // pistol
         am_clip,
         S_PISTOLUP,
         S_PISTOLDOWN,
         S_PISTOL,
         S_PISTOL1,
         S_PISTOLFLASH
      },
      {
         // shotgun
         am_shell,
         S_SGUNUP,
         S_SGUNDOWN,
         S_SGUN,
         S_SGUN1,
         S_SGUNFLASH1
      },
      {
         // chaingun
         am_clip,
         S_CHAINUP,
         S_CHAINDOWN,
         S_CHAIN,
         S_CHAIN1,
         S_CHAINFLASH1
      },
      {
         // missile launcher
         am_misl,
         S_MISSILEUP,
         S_MISSILEDOWN,
         S_MISSILE,
         S_MISSILE1,
         S_MISSILEFLASH1
      },
      {
         // plasma rifle
         am_cell,
         S_PLASMAUP,
         S_PLASMADOWN,
         S_PLASMA,
         S_PLASMA1,
         S_PLASMAFLASH1
      },
      {
         // bfg 9000
         am_cell,
         S_BFGUP,
         S_BFGDOWN,
         S_BFG,
         S_BFG1,
         S_BFGFLASH1
      },
      {
         // chainsaw
         am_noammo,
         S_SAWUP,
         S_SAWDOWN,
         S_SAW,
         S_SAW1,
         S_NULL
      },
      {
         // super shotgun
         am_shell,
         S_DSGUNUP,
         S_DSGUNDOWN,
         S_DSGUN,
         S_DSGUN1,
         S_DSGUNFLASH1
      },
   };