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📄 info.c

📁 用vc编的一个射击类小游戏
💻 C
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// Emacs style mode select   -*- C++ -*- 
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
//	Thing frame/state LUT,
//	generated by multigen utilitiy.
//	This one is the original DOOM version, preserved.
//
//-----------------------------------------------------------------------------

static const char
rcsid[] = "$Id: info.c,v 1.3 1997/01/26 07:45:00 b1 Exp $";

// Data.
#include "sounds.h"
#include "m_fixed.h"

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

#include "p_mobj.h"

char *sprnames[NUMSPRITES] = {
    "TROO","SHTG","PUNG","PISG","PISF","SHTF","SHT2","CHGG","CHGF","MISG",
    "MISF","SAWG","PLSG","PLSF","BFGG","BFGF","BLUD","PUFF","BAL1","BAL2",
    "PLSS","PLSE","MISL","BFS1","BFE1","BFE2","TFOG","IFOG","PLAY","POSS",
    "SPOS","VILE","FIRE","FATB","FBXP","SKEL","MANF","FATT","CPOS","SARG",
    "HEAD","BAL7","BOSS","BOS2","SKUL","SPID","BSPI","APLS","APBX","CYBR",
    "PAIN","SSWV","KEEN","BBRN","BOSF","ARM1","ARM2","BAR1","BEXP","FCAN",
    "BON1","BON2","BKEY","RKEY","YKEY","BSKU","RSKU","YSKU","STIM","MEDI",
    "SOUL","PINV","PSTR","PINS","MEGA","SUIT","PMAP","PVIS","CLIP","AMMO",
    "ROCK","BROK","CELL","CELP","SHEL","SBOX","BPAK","BFUG","MGUN","CSAW",
    "LAUN","PLAS","SHOT","SGN2","COLU","SMT2","GOR1","POL2","POL5","POL4",
    "POL3","POL1","POL6","GOR2","GOR3","GOR4","GOR5","SMIT","COL1","COL2",
    "COL3","COL4","CAND","CBRA","COL6","TRE1","TRE2","ELEC","CEYE","FSKU",
    "COL5","TBLU","TGRN","TRED","SMBT","SMGT","SMRT","HDB1","HDB2","HDB3",
    "HDB4","HDB5","HDB6","POB1","POB2","BRS1","TLMP","TLP2"
};


// Doesn't work with g++, needs actionf_p1
void  A_Light0();
void A_WeaponReady();
void A_Lower();
void A_Raise();
void A_Punch();
void A_ReFire();
void A_FirePistol();
void A_Light1();
void A_FireShotgun();
void A_Light2();
void A_FireShotgun2();
void A_CheckReload();
void A_OpenShotgun2();
void A_LoadShotgun2();
void A_CloseShotgun2();
void A_FireCGun();
void A_GunFlash();
void A_FireMissile();
void A_Saw();
void A_FirePlasma();
void A_BFGsound();
void A_FireBFG();
void A_BFGSpray();
void A_Explode();
void A_Pain();
void A_PlayerScream();
void A_Fall();
void A_XScream();
void A_Look();
void A_Chase();
void A_FaceTarget();
void A_PosAttack();
void A_Scream();
void A_SPosAttack();
void A_VileChase();
void A_VileStart();
void A_VileTarget();
void A_VileAttack();
void A_StartFire();
void A_Fire();
void A_FireCrackle();
void A_Tracer();
void A_SkelWhoosh();
void A_SkelFist();
void A_SkelMissile();
void A_FatRaise();
void A_FatAttack1();
void A_FatAttack2();
void A_FatAttack3();
void A_BossDeath();
void A_CPosAttack();
void A_CPosRefire();
void A_TroopAttack();
void A_SargAttack();
void A_HeadAttack();
void A_BruisAttack();
void A_SkullAttack();
void A_Metal();
void A_SpidRefire();
void A_BabyMetal();
void A_BspiAttack();
void A_Hoof();
void A_CyberAttack();
void A_PainAttack();
void A_PainDie();
void A_KeenDie();
void A_BrainPain();
void A_BrainScream();
void A_BrainDie();
void A_BrainAwake();
void A_BrainSpit();
void A_SpawnSound();
void A_SpawnFly();
void A_BrainExplode();


state_t	states[NUMSTATES] = {
    {SPR_TROO,0,-1,{NULL},S_NULL,0,0},	// S_NULL
    {SPR_SHTG,4,0,{A_Light0},S_NULL,0,0},	// S_LIGHTDONE
    {SPR_PUNG,0,1,{A_WeaponReady},S_PUNCH,0,0},	// S_PUNCH
    {SPR_PUNG,0,1,{A_Lower},S_PUNCHDOWN,0,0},	// S_PUNCHDOWN
    {SPR_PUNG,0,1,{A_Raise},S_PUNCHUP,0,0},	// S_PUNCHUP
    {SPR_PUNG,1,4,{NULL},S_PUNCH2,0,0},		// S_PUNCH1
    {SPR_PUNG,2,4,{A_Punch},S_PUNCH3,0,0},	// S_PUNCH2
    {SPR_PUNG,3,5,{NULL},S_PUNCH4,0,0},		// S_PUNCH3
    {SPR_PUNG,2,4,{NULL},S_PUNCH5,0,0},		// S_PUNCH4
    {SPR_PUNG,1,5,{A_ReFire},S_PUNCH,0,0},	// S_PUNCH5
    {SPR_PISG,0,1,{A_WeaponReady},S_PISTOL,0,0},// S_PISTOL
    {SPR_PISG,0,1,{A_Lower},S_PISTOLDOWN,0,0},	// S_PISTOLDOWN
    {SPR_PISG,0,1,{A_Raise},S_PISTOLUP,0,0},	// S_PISTOLUP
    {SPR_PISG,0,4,{NULL},S_PISTOL2,0,0},	// S_PISTOL1
    {SPR_PISG,1,6,{A_FirePistol},S_PISTOL3,0,0},// S_PISTOL2
    {SPR_PISG,2,4,{NULL},S_PISTOL4,0,0},	// S_PISTOL3
    {SPR_PISG,1,5,{A_ReFire},S_PISTOL,0,0},	// S_PISTOL4
    {SPR_PISF,32768,7,{A_Light1},S_LIGHTDONE,0,0},	// S_PISTOLFLASH
    {SPR_SHTG,0,1,{A_WeaponReady},S_SGUN,0,0},	// S_SGUN
    {SPR_SHTG,0,1,{A_Lower},S_SGUNDOWN,0,0},	// S_SGUNDOWN
    {SPR_SHTG,0,1,{A_Raise},S_SGUNUP,0,0},	// S_SGUNUP
    {SPR_SHTG,0,3,{NULL},S_SGUN2,0,0},	// S_SGUN1
    {SPR_SHTG,0,7,{A_FireShotgun},S_SGUN3,0,0},	// S_SGUN2
    {SPR_SHTG,1,5,{NULL},S_SGUN4,0,0},	// S_SGUN3
    {SPR_SHTG,2,5,{NULL},S_SGUN5,0,0},	// S_SGUN4
    {SPR_SHTG,3,4,{NULL},S_SGUN6,0,0},	// S_SGUN5
    {SPR_SHTG,2,5,{NULL},S_SGUN7,0,0},	// S_SGUN6
    {SPR_SHTG,1,5,{NULL},S_SGUN8,0,0},	// S_SGUN7
    {SPR_SHTG,0,3,{NULL},S_SGUN9,0,0},	// S_SGUN8
    {SPR_SHTG,0,7,{A_ReFire},S_SGUN,0,0},	// S_SGUN9
    {SPR_SHTF,32768,4,{A_Light1},S_SGUNFLASH2,0,0},	// S_SGUNFLASH1
    {SPR_SHTF,32769,3,{A_Light2},S_LIGHTDONE,0,0},	// S_SGUNFLASH2
    {SPR_SHT2,0,1,{A_WeaponReady},S_DSGUN,0,0},	// S_DSGUN
    {SPR_SHT2,0,1,{A_Lower},S_DSGUNDOWN,0,0},	// S_DSGUNDOWN
    {SPR_SHT2,0,1,{A_Raise},S_DSGUNUP,0,0},	// S_DSGUNUP
    {SPR_SHT2,0,3,{NULL},S_DSGUN2,0,0},	// S_DSGUN1
    {SPR_SHT2,0,7,{A_FireShotgun2},S_DSGUN3,0,0},	// S_DSGUN2
    {SPR_SHT2,1,7,{NULL},S_DSGUN4,0,0},	// S_DSGUN3
    {SPR_SHT2,2,7,{A_CheckReload},S_DSGUN5,0,0},	// S_DSGUN4
    {SPR_SHT2,3,7,{A_OpenShotgun2},S_DSGUN6,0,0},	// S_DSGUN5
    {SPR_SHT2,4,7,{NULL},S_DSGUN7,0,0},	// S_DSGUN6
    {SPR_SHT2,5,7,{A_LoadShotgun2},S_DSGUN8,0,0},	// S_DSGUN7
    {SPR_SHT2,6,6,{NULL},S_DSGUN9,0,0},	// S_DSGUN8
    {SPR_SHT2,7,6,{A_CloseShotgun2},S_DSGUN10,0,0},	// S_DSGUN9
    {SPR_SHT2,0,5,{A_ReFire},S_DSGUN,0,0},	// S_DSGUN10
    {SPR_SHT2,1,7,{NULL},S_DSNR2,0,0},	// S_DSNR1
    {SPR_SHT2,0,3,{NULL},S_DSGUNDOWN,0,0},	// S_DSNR2
    {SPR_SHT2,32776,5,{A_Light1},S_DSGUNFLASH2,0,0},	// S_DSGUNFLASH1
    {SPR_SHT2,32777,4,{A_Light2},S_LIGHTDONE,0,0},	// S_DSGUNFLASH2
    {SPR_CHGG,0,1,{A_WeaponReady},S_CHAIN,0,0},	// S_CHAIN
    {SPR_CHGG,0,1,{A_Lower},S_CHAINDOWN,0,0},	// S_CHAINDOWN
    {SPR_CHGG,0,1,{A_Raise},S_CHAINUP,0,0},	// S_CHAINUP
    {SPR_CHGG,0,4,{A_FireCGun},S_CHAIN2,0,0},	// S_CHAIN1
    {SPR_CHGG,1,4,{A_FireCGun},S_CHAIN3,0,0},	// S_CHAIN2
    {SPR_CHGG,1,0,{A_ReFire},S_CHAIN,0,0},	// S_CHAIN3
    {SPR_CHGF,32768,5,{A_Light1},S_LIGHTDONE,0,0},	// S_CHAINFLASH1
    {SPR_CHGF,32769,5,{A_Light2},S_LIGHTDONE,0,0},	// S_CHAINFLASH2
    {SPR_MISG,0,1,{A_WeaponReady},S_MISSILE,0,0},	// S_MISSILE
    {SPR_MISG,0,1,{A_Lower},S_MISSILEDOWN,0,0},	// S_MISSILEDOWN
    {SPR_MISG,0,1,{A_Raise},S_MISSILEUP,0,0},	// S_MISSILEUP
    {SPR_MISG,1,8,{A_GunFlash},S_MISSILE2,0,0},	// S_MISSILE1
    {SPR_MISG,1,12,{A_FireMissile},S_MISSILE3,0,0},	// S_MISSILE2
    {SPR_MISG,1,0,{A_ReFire},S_MISSILE,0,0},	// S_MISSILE3
    {SPR_MISF,32768,3,{A_Light1},S_MISSILEFLASH2,0,0},	// S_MISSILEFLASH1
    {SPR_MISF,32769,4,{NULL},S_MISSILEFLASH3,0,0},	// S_MISSILEFLASH2
    {SPR_MISF,32770,4,{A_Light2},S_MISSILEFLASH4,0,0},	// S_MISSILEFLASH3
    {SPR_MISF,32771,4,{A_Light2},S_LIGHTDONE,0,0},	// S_MISSILEFLASH4
    {SPR_SAWG,2,4,{A_WeaponReady},S_SAWB,0,0},	// S_SAW
    {SPR_SAWG,3,4,{A_WeaponReady},S_SAW,0,0},	// S_SAWB
    {SPR_SAWG,2,1,{A_Lower},S_SAWDOWN,0,0},	// S_SAWDOWN
    {SPR_SAWG,2,1,{A_Raise},S_SAWUP,0,0},	// S_SAWUP
    {SPR_SAWG,0,4,{A_Saw},S_SAW2,0,0},	// S_SAW1
    {SPR_SAWG,1,4,{A_Saw},S_SAW3,0,0},	// S_SAW2
    {SPR_SAWG,1,0,{A_ReFire},S_SAW,0,0},	// S_SAW3
    {SPR_PLSG,0,1,{A_WeaponReady},S_PLASMA,0,0},	// S_PLASMA
    {SPR_PLSG,0,1,{A_Lower},S_PLASMADOWN,0,0},	// S_PLASMADOWN
    {SPR_PLSG,0,1,{A_Raise},S_PLASMAUP,0,0},	// S_PLASMAUP
    {SPR_PLSG,0,3,{A_FirePlasma},S_PLASMA2,0,0},	// S_PLASMA1
    {SPR_PLSG,1,20,{A_ReFire},S_PLASMA,0,0},	// S_PLASMA2
    {SPR_PLSF,32768,4,{A_Light1},S_LIGHTDONE,0,0},	// S_PLASMAFLASH1
    {SPR_PLSF,32769,4,{A_Light1},S_LIGHTDONE,0,0},	// S_PLASMAFLASH2
    {SPR_BFGG,0,1,{A_WeaponReady},S_BFG,0,0},	// S_BFG
    {SPR_BFGG,0,1,{A_Lower},S_BFGDOWN,0,0},	// S_BFGDOWN
    {SPR_BFGG,0,1,{A_Raise},S_BFGUP,0,0},	// S_BFGUP
    {SPR_BFGG,0,20,{A_BFGsound},S_BFG2,0,0},	// S_BFG1
    {SPR_BFGG,1,10,{A_GunFlash},S_BFG3,0,0},	// S_BFG2
    {SPR_BFGG,1,10,{A_FireBFG},S_BFG4,0,0},	// S_BFG3
    {SPR_BFGG,1,20,{A_ReFire},S_BFG,0,0},	// S_BFG4
    {SPR_BFGF,32768,11,{A_Light1},S_BFGFLASH2,0,0},	// S_BFGFLASH1
    {SPR_BFGF,32769,6,{A_Light2},S_LIGHTDONE,0,0},	// S_BFGFLASH2
    {SPR_BLUD,2,8,{NULL},S_BLOOD2,0,0},	// S_BLOOD1
    {SPR_BLUD,1,8,{NULL},S_BLOOD3,0,0},	// S_BLOOD2
    {SPR_BLUD,0,8,{NULL},S_NULL,0,0},	// S_BLOOD3
    {SPR_PUFF,32768,4,{NULL},S_PUFF2,0,0},	// S_PUFF1
    {SPR_PUFF,1,4,{NULL},S_PUFF3,0,0},	// S_PUFF2
    {SPR_PUFF,2,4,{NULL},S_PUFF4,0,0},	// S_PUFF3
    {SPR_PUFF,3,4,{NULL},S_NULL,0,0},	// S_PUFF4
    {SPR_BAL1,32768,4,{NULL},S_TBALL2,0,0},	// S_TBALL1
    {SPR_BAL1,32769,4,{NULL},S_TBALL1,0,0},	// S_TBALL2
    {SPR_BAL1,32770,6,{NULL},S_TBALLX2,0,0},	// S_TBALLX1
    {SPR_BAL1,32771,6,{NULL},S_TBALLX3,0,0},	// S_TBALLX2
    {SPR_BAL1,32772,6,{NULL},S_NULL,0,0},	// S_TBALLX3
    {SPR_BAL2,32768,4,{NULL},S_RBALL2,0,0},	// S_RBALL1
    {SPR_BAL2,32769,4,{NULL},S_RBALL1,0,0},	// S_RBALL2
    {SPR_BAL2,32770,6,{NULL},S_RBALLX2,0,0},	// S_RBALLX1
    {SPR_BAL2,32771,6,{NULL},S_RBALLX3,0,0},	// S_RBALLX2
    {SPR_BAL2,32772,6,{NULL},S_NULL,0,0},	// S_RBALLX3

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