/*****************************************************************************/
/* D2K: A Doom Source Port for the 21st Century                              */
/*                                                                           */
/* Copyright (C) 2014: See COPYRIGHT file                                    */
/*                                                                           */
/* This file is part of D2K.                                                 */
/*                                                                           */
/* D2K 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.                                                            */
/*                                                                           */
/* D2K 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 D2K.  If not, see <http://www.gnu.org/licenses/>.                    */
/*                                                                           */
/*****************************************************************************/


#include "z_zone.h"

// We are referring to sprite numbers.
#include "d_main.h"
#include "info.h"
#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 + 2] = {
  {
    // 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
  },

  // dseg03:00082D90                 weaponinfo_t <5, 46h, 45h, 43h, 47h, 0>
  // dseg03:00082D90                 weaponinfo_t <1, 22h, 21h, 20h, 23h, 2Fh>
  // dseg03:00082E68 animdefs        dd 0                    ; istexture
  // dseg03:00082E68                 db 'N', 'U', 'K', 'A', 'G', 'E', '3', 2 dup(0); endname
  // dseg03:00082E68                 db 'N', 'U', 'K', 'A', 'G', 'E', '1', 2 dup(0); startname
  // dseg03:00082E68                 dd 8                    ; speed
  // dseg03:00082E68                 dd 0                    ; istexture
  {
    // ololo weapon
    0,
    S_NULL, // states are not used for emulation of weaponinfo overrun
    S_NULL,
    S_NULL,
    S_NULL,
    S_NULL
  },
  {
    // preved medved weapon
    0,
    S_NULL,
    S_NULL,
    S_NULL,
    S_NULL,
    S_NULL
  },
};

int ammopershot[NUMWEAPONS+2] = {0, 1, 1, 1, 1, 1, 40, 0, 2, 0, 0};

/* vi: set et ts=2 sw=2: */
