/*
==============================================================================

                                 DOOM Retro
           The classic, refined DOOM source port. For Windows PC.

==============================================================================

    Copyright © 1993-2024 by id Software LLC, a ZeniMax Media company.
    Copyright © 2013-2024 by Brad Harding <mailto:brad@doomretro.com>.

    This file is a part of DOOM Retro.

    DOOM Retro 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 3 of the license, or (at your
    option) any later version.

    DOOM Retro 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 DOOM Retro. If not, see <https://www.gnu.org/licenses/>.

    DOOM is a registered trademark of id Software LLC, a ZeniMax Media
    company, in the US and/or other countries, and is used without
    permission. All other trademarks are the property of their respective
    holders. DOOM Retro is in no way affiliated with nor endorsed by
    id Software.

==============================================================================
*/

#pragma once

// Basic data types.
// Needs fixed point, and BAM angles.
#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 Attributes table
// and the Frame Sequence table.
#include "states.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 320x200 view screen.
//
enum
{
    ps_weapon,
    ps_flash,
    NUMPSPRITES
};

typedef struct
{
    state_t *state; // a NULL state means not active
    int     tics;
    fixed_t sx, sy;
} pspdef_t;

bool P_CheckAmmo(const weapontype_t weapon);
void A_Recoil(const weapontype_t weapon);

extern bool skippsprinterp;
extern bool successfulshot;
