/* 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:
 *      Thing frame/state LUT,
 *      generated by multigen utilitiy.
 *      This one is the original DOOM version, preserved.
 *
 *-----------------------------------------------------------------------------*/

#ifndef __INFO__
#define __INFO__

/* Needed for action function pointer handling. */
#include "d_think.h"

/********************************************************************
 * Sprite name enumeration - must match info.c                      *
 ********************************************************************/
typedef enum                                  
{
  SPR_TROO,
  SPR_SHTG,
  SPR_PUNG,
  SPR_PISG,
  SPR_PISF,
  SPR_SHTF,
  SPR_SHT2,
  SPR_CHGG,
  SPR_CHGF,
  SPR_MISG,
  SPR_MISF,
  SPR_SAWG,
  SPR_PLSG,
  SPR_PLSF,
  SPR_BFGG,
  SPR_BFGF,
  SPR_BLUD,
  SPR_PUFF,
  SPR_BAL1,
  SPR_BAL2,
  SPR_PLSS,
  SPR_PLSE,
  SPR_MISL,
  SPR_BFS1,
  SPR_BFE1,
  SPR_BFE2,
  SPR_TFOG,
  SPR_IFOG,
  SPR_PLAY,
  SPR_POSS,
  SPR_SPOS,
  SPR_VILE,
  SPR_FIRE,
  SPR_FATB,
  SPR_FBXP,
  SPR_SKEL,
  SPR_MANF,
  SPR_FATT,
  SPR_CPOS,
  SPR_SARG,
  SPR_HEAD,
  SPR_BAL7,
  SPR_BOSS,
  SPR_BOS2,
  SPR_SKUL,
  SPR_SPID,
  SPR_BSPI,
  SPR_APLS,
  SPR_APBX,
  SPR_CYBR,
  SPR_PAIN,
  SPR_SSWV,
  SPR_KEEN,
  SPR_BBRN,
  SPR_BOSF,
  SPR_ARM1,
  SPR_ARM2,
  SPR_BAR1,
  SPR_BEXP,
  SPR_FCAN,
  SPR_BON1,
  SPR_BON2,
  SPR_BKEY,
  SPR_RKEY,
  SPR_YKEY,
  SPR_BSKU,
  SPR_RSKU,
  SPR_YSKU,
  SPR_STIM,
  SPR_MEDI,
  SPR_SOUL,
  SPR_PINV,
  SPR_PSTR,
  SPR_PINS,
  SPR_MEGA,
  SPR_SUIT,
  SPR_PMAP,
  SPR_PVIS,
  SPR_CLIP,
  SPR_AMMO,
  SPR_ROCK,
  SPR_BROK,
  SPR_CELL,
  SPR_CELP,
  SPR_SHEL,
  SPR_SBOX,
  SPR_BPAK,
  SPR_BFUG,
  SPR_MGUN,
  SPR_CSAW,
  SPR_LAUN,
  SPR_PLAS,
  SPR_SHOT,
  SPR_SGN2,
  SPR_COLU,
  SPR_SMT2,
  SPR_GOR1,
  SPR_POL2,
  SPR_POL5,
  SPR_POL4,
  SPR_POL3,
  SPR_POL1,
  SPR_POL6,
  SPR_GOR2,
  SPR_GOR3,
  SPR_GOR4,
  SPR_GOR5,
  SPR_SMIT,
  SPR_COL1,
  SPR_COL2,
  SPR_COL3,
  SPR_COL4,
  SPR_CAND,
  SPR_CBRA,
  SPR_COL6,
  SPR_TRE1,
  SPR_TRE2,
  SPR_ELEC,
  SPR_CEYE,
  SPR_FSKU,
  SPR_COL5,
  SPR_TBLU,
  SPR_TGRN,
  SPR_TRED,
  SPR_SMBT,
  SPR_SMGT,
  SPR_SMRT,
  SPR_HDB1,
  SPR_HDB2,
  SPR_HDB3,
  SPR_HDB4,
  SPR_HDB5,
  SPR_HDB6,
  SPR_POB1,
  SPR_POB2,
  SPR_BRS1,
  SPR_TLMP,
  SPR_TLP2,
  SPR_TNT1, /* add invisible sprite              phares 3/8/98 */

#ifdef DOGS
  SPR_DOGS, /* killough 7/19/98: Marine's best friend :) */
#endif

  NUMSPRITES  /* counter of how many there are */

} spritenum_t;

/********************************************************************
 * States (frames) enumeration -- must match info.c                 *
 ********************************************************************/

typedef enum
{
  S_NULL,
  S_LIGHTDONE,
  S_PUNCH,
  S_PUNCHDOWN,
  S_PUNCHUP,
  S_PUNCH1,
  S_PUNCH2,
  S_PUNCH3,
  S_PUNCH4,
  S_PUNCH5,
  S_PISTOL,
  S_PISTOLDOWN,
  S_PISTOLUP,
  S_PISTOL1,
  S_PISTOL2,
  S_PISTOL3,
  S_PISTOL4,
  S_PISTOLFLASH,
  S_SGUN,
  S_SGUNDOWN,
  S_SGUNUP,
  S_SGUN1,
  S_SGUN2,
  S_SGUN3,
  S_SGUN4,
  S_SGUN5,
  S_SGUN6,
  S_SGUN7,
  S_SGUN8,
  S_SGUN9,
  S_SGUNFLASH1,
  S_SGUNFLASH2,
  S_DSGUN,
  S_DSGUNDOWN,
  S_DSGUNUP,
  S_DSGUN1,
  S_DSGUN2,
  S_DSGUN3,
  S_DSGUN4,
  S_DSGUN5,
  S_DSGUN6,
  S_DSGUN7,
  S_DSGUN8,
  S_DSGUN9,
  S_DSGUN10,
  S_DSNR1,
  S_DSNR2,
  S_DSGUNFLASH1,
  S_DSGUNFLASH2,
  S_CHAIN,
  S_CHAINDOWN,
  S_CHAINUP,
  S_CHAIN1,
  S_CHAIN2,
  S_CHAIN3,
  S_CHAINFLASH1,
  S_CHAINFLASH2,
  S_MISSILE,
  S_MISSILEDOWN,
  S_MISSILEUP,
  S_MISSILE1,
  S_MISSILE2,
  S_MISSILE3,
  S_MISSILEFLASH1,
  S_MISSILEFLASH2,
  S_MISSILEFLASH3,
  S_MISSILEFLASH4,
  S_SAW,
  S_SAWB,
  S_SAWDOWN,
  S_SAWUP,
  S_SAW1,
  S_SAW2,
  S_SAW3,
  S_PLASMA,
  S_PLASMADOWN,
  S_PLASMAUP,
  S_PLASMA1,
  S_PLASMA2,
  S_PLASMAFLASH1,
  S_PLASMAFLASH2,
  S_BFG,
  S_BFGDOWN,
  S_BFGUP,
  S_BFG1,
  S_BFG2,
  S_BFG3,
  S_BFG4,
  S_BFGFLASH1,
  S_BFGFLASH2,
  S_BLOOD1,
  S_BLOOD2,
  S_BLOOD3,
  S_PUFF1,
  S_PUFF2,
  S_PUFF3,
  S_PUFF4,
  S_TBALL1,
  S_TBALL2,
  S_TBALLX1,
  S_TBALLX2,
  S_TBALLX3,
  S_RBALL1,
  S_RBALL2,
  S_RBALLX1,
  S_RBALLX2,
  S_RBALLX3,
  S_PLASBALL,
  S_PLASBALL2,
  S_PLASEXP,
  S_PLASEXP2,
  S_PLASEXP3,
  S_PLASEXP4,
  S_PLASEXP5,
  S_ROCKET,
  S_BFGSHOT,
  S_BFGSHOT2,
  S_BFGLAND,
  S_BFGLAND2,
  S_BFGLAND3,
  S_BFGLAND4,
  S_BFGLAND5,
  S_BFGLAND6,
  S_BFGEXP,
  S_BFGEXP2,
  S_BFGEXP3,
  S_BFGEXP4,
  S_EXPLODE1,
  S_EXPLODE2,
  S_EXPLODE3,
  S_TFOG,
  S_TFOG01,
  S_TFOG02,
  S_TFOG2,
  S_TFOG3,
  S_TFOG4,
  S_TFOG5,
  S_TFOG6,
  S_TFOG7,
  S_TFOG8,
  S_TFOG9,
  S_TFOG10,
  S_IFOG,
  S_IFOG01,
  S_IFOG02,
  S_IFOG2,
  S_IFOG3,
  S_IFOG4,
  S_IFOG5,
  S_PLAY,
  S_PLAY_RUN1,
  S_PLAY_RUN2,
  S_PLAY_RUN3,
  S_PLAY_RUN4,
  S_PLAY_ATK1,
  S_PLAY_ATK2,
  S_PLAY_PAIN,
  S_PLAY_PAIN2,
  S_PLAY_DIE1,
  S_PLAY_DIE2,
  S_PLAY_DIE3,
  S_PLAY_DIE4,
  S_PLAY_DIE5,
  S_PLAY_DIE6,
  S_PLAY_DIE7,
  S_PLAY_XDIE1,
  S_PLAY_XDIE2,
  S_PLAY_XDIE3,
  S_PLAY_XDIE4,
  S_PLAY_XDIE5,
  S_PLAY_XDIE6,
  S_PLAY_XDIE7,
  S_PLAY_XDIE8,
  S_PLAY_XDIE9,
  S_POSS_STND,
  S_POSS_STND2,
  S_POSS_RUN1,
  S_POSS_RUN2,
  S_POSS_RUN3,
  S_POSS_RUN4,
  S_POSS_RUN5,
  S_POSS_RUN6,
  S_POSS_RUN7,
  S_POSS_RUN8,
  S_POSS_ATK1,
  S_POSS_ATK2,
  S_POSS_ATK3,
  S_POSS_PAIN,
  S_POSS_PAIN2,
  S_POSS_DIE1,
  S_POSS_DIE2,
  S_POSS_DIE3,
  S_POSS_DIE4,
  S_POSS_DIE5,
  S_POSS_XDIE1,
  S_POSS_XDIE2,
  S_POSS_XDIE3,
  S_POSS_XDIE4,
  S_POSS_XDIE5,
  S_POSS_XDIE6,
  S_POSS_XDIE7,
  S_POSS_XDIE8,
  S_POSS_XDIE9,
  S_POSS_RAISE1,
  S_POSS_RAISE2,
  S_POSS_RAISE3,
  S_POSS_RAISE4,
  S_SPOS_STND,
  S_SPOS_STND2,
  S_SPOS_RUN1,
  S_SPOS_RUN2,
  S_SPOS_RUN3,
  S_SPOS_RUN4,
  S_SPOS_RUN5,
  S_SPOS_RUN6,
  S_SPOS_RUN7,
  S_SPOS_RUN8,
  S_SPOS_ATK1,
  S_SPOS_ATK2,
  S_SPOS_ATK3,
  S_SPOS_PAIN,
  S_SPOS_PAIN2,
  S_SPOS_DIE1,
  S_SPOS_DIE2,
  S_SPOS_DIE3,
  S_SPOS_DIE4,
  S_SPOS_DIE5,
  S_SPOS_XDIE1,
  S_SPOS_XDIE2,
  S_SPOS_XDIE3,
  S_SPOS_XDIE4,
  S_SPOS_XDIE5,
  S_SPOS_XDIE6,
  S_SPOS_XDIE7,
  S_SPOS_XDIE8,
  S_SPOS_XDIE9,
  S_SPOS_RAISE1,
  S_SPOS_RAISE2,
  S_SPOS_RAISE3,
  S_SPOS_RAISE4,
  S_SPOS_RAISE5,
  S_VILE_STND,
  S_VILE_STND2,
  S_VILE_RUN1,
  S_VILE_RUN2,
  S_VILE_RUN3,
  S_VILE_RUN4,
  S_VILE_RUN5,
  S_VILE_RUN6,
  S_VILE_RUN7,
  S_VILE_RUN8,
  S_VILE_RUN9,
  S_VILE_RUN10,
  S_VILE_RUN11,
  S_VILE_RUN12,
  S_VILE_ATK1,
  S_VILE_ATK2,
  S_VILE_ATK3,
  S_VILE_ATK4,
  S_VILE_ATK5,
  S_VILE_ATK6,
  S_VILE_ATK7,
  S_VILE_ATK8,
  S_VILE_ATK9,
  S_VILE_ATK10,
  S_VILE_ATK11,
  S_VILE_HEAL1,
  S_VILE_HEAL2,
  S_VILE_HEAL3,
  S_VILE_PAIN,
  S_VILE_PAIN2,
  S_VILE_DIE1,
  S_VILE_DIE2,
  S_VILE_DIE3,
  S_VILE_DIE4,
  S_VILE_DIE5,
  S_VILE_DIE6,
  S_VILE_DIE7,
  S_VILE_DIE8,
  S_VILE_DIE9,
  S_VILE_DIE10,
  S_FIRE1,
  S_FIRE2,
  S_FIRE3,
  S_FIRE4,
  S_FIRE5,
  S_FIRE6,
  S_FIRE7,
  S_FIRE8,
  S_FIRE9,
  S_FIRE10,
  S_FIRE11,
  S_FIRE12,
  S_FIRE13,
  S_FIRE14,
  S_FIRE15,
  S_FIRE16,
  S_FIRE17,
  S_FIRE18,
  S_FIRE19,
  S_FIRE20,
  S_FIRE21,
  S_FIRE22,
  S_FIRE23,
  S_FIRE24,
  S_FIRE25,
  S_FIRE26,
  S_FIRE27,
  S_FIRE28,
  S_FIRE29,
  S_FIRE30,
  S_SMOKE1,
  S_SMOKE2,
  S_SMOKE3,
  S_SMOKE4,
  S_SMOKE5,
  S_TRACER,
  S_TRACER2,
  S_TRACEEXP1,
  S_TRACEEXP2,
  S_TRACEEXP3,
  S_SKEL_STND,
  S_SKEL_STND2,
  S_SKEL_RUN1,
  S_SKEL_RUN2,
  S_SKEL_RUN3,
  S_SKEL_RUN4,
  S_SKEL_RUN5,
  S_SKEL_RUN6,
  S_SKEL_RUN7,
  S_SKEL_RUN8,
  S_SKEL_RUN9,
  S_SKEL_RUN10,
  S_SKEL_RUN11,
  S_SKEL_RUN12,
  S_SKEL_FIST1,
  S_SKEL_FIST2,
  S_SKEL_FIST3,
  S_SKEL_FIST4,
  S_SKEL_MISS1,
  S_SKEL_MISS2,
  S_SKEL_MISS3,
  S_SKEL_MISS4,
  S_SKEL_PAIN,
  S_SKEL_PAIN2,
  S_SKEL_DIE1,
  S_SKEL_DIE2,
  S_SKEL_DIE3,
  S_SKEL_DIE4,
  S_SKEL_DIE5,
  S_SKEL_DIE6,
  S_SKEL_RAISE1,
  S_SKEL_RAISE2,
  S_SKEL_RAISE3,
  S_SKEL_RAISE4,
  S_SKEL_RAISE5,
  S_SKEL_RAISE6,
  S_FATSHOT1,
  S_FATSHOT2,
  S_FATSHOTX1,
  S_FATSHOTX2,
  S_FATSHOTX3,
  S_FATT_STND,
  S_FATT_STND2,
  S_FATT_RUN1,
  S_FATT_RUN2,
  S_FATT_RUN3,
  S_FATT_RUN4,
  S_FATT_RUN5,
  S_FATT_RUN6,
  S_FATT_RUN7,
  S_FATT_RUN8,
  S_FATT_RUN9,
  S_FATT_RUN10,
  S_FATT_RUN11,
  S_FATT_RUN12,
  S_FATT_ATK1,
  S_FATT_ATK2,
  S_FATT_ATK3,
  S_FATT_ATK4,
  S_FATT_ATK5,
  S_FATT_ATK6,
  S_FATT_ATK7,
  S_FATT_ATK8,
  S_FATT_ATK9,
  S_FATT_ATK10,
  S_FATT_PAIN,
  S_FATT_PAIN2,
  S_FATT_DIE1,
  S_FATT_DIE2,
  S_FATT_DIE3,
  S_FATT_DIE4,
  S_FATT_DIE5,
  S_FATT_DIE6,
  S_FATT_DIE7,
  S_FATT_DIE8,
  S_FATT_DIE9,
  S_FATT_DIE10,
  S_FATT_RAISE1,
  S_FATT_RAISE2,
  S_FATT_RAISE3,
  S_FATT_RAISE4,
  S_FATT_RAISE5,
  S_FATT_RAISE6,
  S_FATT_RAISE7,
  S_FATT_RAISE8,
  S_CPOS_STND,
  S_CPOS_STND2,
  S_CPOS_RUN1,
  S_CPOS_RUN2,
  S_CPOS_RUN3,
  S_CPOS_RUN4,
  S_CPOS_RUN5,
  S_CPOS_RUN6,
  S_CPOS_RUN7,
  S_CPOS_RUN8,
  S_CPOS_ATK1,
  S_CPOS_ATK2,
  S_CPOS_ATK3,
  S_CPOS_ATK4,
  S_CPOS_PAIN,
  S_CPOS_PAIN2,
  S_CPOS_DIE1,
  S_CPOS_DIE2,
  S_CPOS_DIE3,
  S_CPOS_DIE4,
  S_CPOS_DIE5,
  S_CPOS_DIE6,
  S_CPOS_DIE7,
  S_CPOS_XDIE1,
  S_CPOS_XDIE2,
  S_CPOS_XDIE3,
  S_CPOS_XDIE4,
  S_CPOS_XDIE5,
  S_CPOS_XDIE6,
  S_CPOS_RAISE1,
  S_CPOS_RAISE2,
  S_CPOS_RAISE3,
  S_CPOS_RAISE4,
  S_CPOS_RAISE5,
  S_CPOS_RAISE6,
  S_CPOS_RAISE7,
  S_TROO_STND,
  S_TROO_STND2,
  S_TROO_RUN1,
  S_TROO_RUN2,
  S_TROO_RUN3,
  S_TROO_RUN4,
  S_TROO_RUN5,
  S_TROO_RUN6,
  S_TROO_RUN7,
  S_TROO_RUN8,
  S_TROO_ATK1,
  S_TROO_ATK2,
  S_TROO_ATK3,
  S_TROO_PAIN,
  S_TROO_PAIN2,
  S_TROO_DIE1,
  S_TROO_DIE2,
  S_TROO_DIE3,
  S_TROO_DIE4,
  S_TROO_DIE5,
  S_TROO_XDIE1,
  S_TROO_XDIE2,
  S_TROO_XDIE3,
  S_TROO_XDIE4,
  S_TROO_XDIE5,
  S_TROO_XDIE6,
  S_TROO_XDIE7,
  S_TROO_XDIE8,
  S_TROO_RAISE1,
  S_TROO_RAISE2,
  S_TROO_RAISE3,
  S_TROO_RAISE4,
  S_TROO_RAISE5,
  S_SARG_STND,
  S_SARG_STND2,
  S_SARG_RUN1,
  S_SARG_RUN2,
  S_SARG_RUN3,
  S_SARG_RUN4,
  S_SARG_RUN5,
  S_SARG_RUN6,
  S_SARG_RUN7,
  S_SARG_RUN8,
  S_SARG_ATK1,
  S_SARG_ATK2,
  S_SARG_ATK3,
  S_SARG_PAIN,
  S_SARG_PAIN2,
  S_SARG_DIE1,
  S_SARG_DIE2,
  S_SARG_DIE3,
  S_SARG_DIE4,
  S_SARG_DIE5,
  S_SARG_DIE6,
  S_SARG_RAISE1,
  S_SARG_RAISE2,
  S_SARG_RAISE3,
  S_SARG_RAISE4,
  S_SARG_RAISE5,
  S_SARG_RAISE6,
  S_HEAD_STND,
  S_HEAD_RUN1,
  S_HEAD_ATK1,
  S_HEAD_ATK2,
  S_HEAD_ATK3,
  S_HEAD_PAIN,
  S_HEAD_PAIN2,
  S_HEAD_PAIN3,
  S_HEAD_DIE1,
  S_HEAD_DIE2,
  S_HEAD_DIE3,
  S_HEAD_DIE4,
  S_HEAD_DIE5,
  S_HEAD_DIE6,
  S_HEAD_RAISE1,
  S_HEAD_RAISE2,
  S_HEAD_RAISE3,
  S_HEAD_RAISE4,
  S_HEAD_RAISE5,
  S_HEAD_RAISE6,
  S_BRBALL1,
  S_BRBALL2,
  S_BRBALLX1,
  S_BRBALLX2,
  S_BRBALLX3,
  S_BOSS_STND,
  S_BOSS_STND2,
  S_BOSS_RUN1,
  S_BOSS_RUN2,
  S_BOSS_RUN3,
  S_BOSS_RUN4,
  S_BOSS_RUN5,
  S_BOSS_RUN6,
  S_BOSS_RUN7,
  S_BOSS_RUN8,
  S_BOSS_ATK1,
  S_BOSS_ATK2,
  S_BOSS_ATK3,
  S_BOSS_PAIN,
  S_BOSS_PAIN2,
  S_BOSS_DIE1,
  S_BOSS_DIE2,
  S_BOSS_DIE3,
  S_BOSS_DIE4,
  S_BOSS_DIE5,
  S_BOSS_DIE6,
  S_BOSS_DIE7,
  S_BOSS_RAISE1,
  S_BOSS_RAISE2,
  S_BOSS_RAISE3,
  S_BOSS_RAISE4,
  S_BOSS_RAISE5,
  S_BOSS_RAISE6,
  S_BOSS_RAISE7,
  S_BOS2_STND,
  S_BOS2_STND2,
  S_BOS2_RUN1,
  S_BOS2_RUN2,
  S_BOS2_RUN3,
  S_BOS2_RUN4,
  S_BOS2_RUN5,
  S_BOS2_RUN6,
  S_BOS2_RUN7,
  S_BOS2_RUN8,
  S_BOS2_ATK1,
  S_BOS2_ATK2,
  S_BOS2_ATK3,
  S_BOS2_PAIN,
  S_BOS2_PAIN2,
  S_BOS2_DIE1,
  S_BOS2_DIE2,
  S_BOS2_DIE3,
  S_BOS2_DIE4,
  S_BOS2_DIE5,
  S_BOS2_DIE6,
  S_BOS2_DIE7,
  S_BOS2_RAISE1,
  S_BOS2_RAISE2,
  S_BOS2_RAISE3,
  S_BOS2_RAISE4,
  S_BOS2_RAISE5,
  S_BOS2_RAISE6,
  S_BOS2_RAISE7,
  S_SKULL_STND,
  S_SKULL_STND2,
  S_SKULL_RUN1,
  S_SKULL_RUN2,
  S_SKULL_ATK1,
  S_SKULL_ATK2,
  S_SKULL_ATK3,
  S_SKULL_ATK4,
  S_SKULL_PAIN,
  S_SKULL_PAIN2,
  S_SKULL_DIE1,
  S_SKULL_DIE2,
  S_SKULL_DIE3,
  S_SKULL_DIE4,
  S_SKULL_DIE5,
  S_SKULL_DIE6,
  S_SPID_STND,
  S_SPID_STND2,
  S_SPID_RUN1,
  S_SPID_RUN2,
  S_SPID_RUN3,
  S_SPID_RUN4,
  S_SPID_RUN5,
  S_SPID_RUN6,
  S_SPID_RUN7,
  S_SPID_RUN8,
  S_SPID_RUN9,
  S_SPID_RUN10,
  S_SPID_RUN11,
  S_SPID_RUN12,
  S_SPID_ATK1,
  S_SPID_ATK2,
  S_SPID_ATK3,
  S_SPID_ATK4,
  S_SPID_PAIN,
  S_SPID_PAIN2,
  S_SPID_DIE1,
  S_SPID_DIE2,
  S_SPID_DIE3,
  S_SPID_DIE4,
  S_SPID_DIE5,
  S_SPID_DIE6,
  S_SPID_DIE7,
  S_SPID_DIE8,
  S_SPID_DIE9,
  S_SPID_DIE10,
  S_SPID_DIE11,
  S_BSPI_STND,
  S_BSPI_STND2,
  S_BSPI_SIGHT,
  S_BSPI_RUN1,
  S_BSPI_RUN2,
  S_BSPI_RUN3,
  S_BSPI_RUN4,
  S_BSPI_RUN5,
  S_BSPI_RUN6,
  S_BSPI_RUN7,
  S_BSPI_RUN8,
  S_BSPI_RUN9,
  S_BSPI_RUN10,
  S_BSPI_RUN11,
  S_BSPI_RUN12,
  S_BSPI_ATK1,
  S_BSPI_ATK2,
  S_BSPI_ATK3,
  S_BSPI_ATK4,
  S_BSPI_PAIN,
  S_BSPI_PAIN2,
  S_BSPI_DIE1,
  S_BSPI_DIE2,
  S_BSPI_DIE3,
  S_BSPI_DIE4,
  S_BSPI_DIE5,
  S_BSPI_DIE6,
  S_BSPI_DIE7,
  S_BSPI_RAISE1,
  S_BSPI_RAISE2,
  S_BSPI_RAISE3,
  S_BSPI_RAISE4,
  S_BSPI_RAISE5,
  S_BSPI_RAISE6,
  S_BSPI_RAISE7,
  S_ARACH_PLAZ,
  S_ARACH_PLAZ2,
  S_ARACH_PLEX,
  S_ARACH_PLEX2,
  S_ARACH_PLEX3,
  S_ARACH_PLEX4,
  S_ARACH_PLEX5,
  S_CYBER_STND,
  S_CYBER_STND2,
  S_CYBER_RUN1,
  S_CYBER_RUN2,
  S_CYBER_RUN3,
  S_CYBER_RUN4,
  S_CYBER_RUN5,
  S_CYBER_RUN6,
  S_CYBER_RUN7,
  S_CYBER_RUN8,
  S_CYBER_ATK1,
  S_CYBER_ATK2,
  S_CYBER_ATK3,
  S_CYBER_ATK4,
  S_CYBER_ATK5,
  S_CYBER_ATK6,
  S_CYBER_PAIN,
  S_CYBER_DIE1,
  S_CYBER_DIE2,
  S_CYBER_DIE3,
  S_CYBER_DIE4,
  S_CYBER_DIE5,
  S_CYBER_DIE6,
  S_CYBER_DIE7,
  S_CYBER_DIE8,
  S_CYBER_DIE9,
  S_CYBER_DIE10,
  S_PAIN_STND,
  S_PAIN_RUN1,
  S_PAIN_RUN2,
  S_PAIN_RUN3,
  S_PAIN_RUN4,
  S_PAIN_RUN5,
  S_PAIN_RUN6,
  S_PAIN_ATK1,
  S_PAIN_ATK2,
  S_PAIN_ATK3,
  S_PAIN_ATK4,
  S_PAIN_PAIN,
  S_PAIN_PAIN2,
  S_PAIN_DIE1,
  S_PAIN_DIE2,
  S_PAIN_DIE3,
  S_PAIN_DIE4,
  S_PAIN_DIE5,
  S_PAIN_DIE6,
  S_PAIN_RAISE1,
  S_PAIN_RAISE2,
  S_PAIN_RAISE3,
  S_PAIN_RAISE4,
  S_PAIN_RAISE5,
  S_PAIN_RAISE6,
  S_SSWV_STND,
  S_SSWV_STND2,
  S_SSWV_RUN1,
  S_SSWV_RUN2,
  S_SSWV_RUN3,
  S_SSWV_RUN4,
  S_SSWV_RUN5,
  S_SSWV_RUN6,
  S_SSWV_RUN7,
  S_SSWV_RUN8,
  S_SSWV_ATK1,
  S_SSWV_ATK2,
  S_SSWV_ATK3,
  S_SSWV_ATK4,
  S_SSWV_ATK5,
  S_SSWV_ATK6,
  S_SSWV_PAIN,
  S_SSWV_PAIN2,
  S_SSWV_DIE1,
  S_SSWV_DIE2,
  S_SSWV_DIE3,
  S_SSWV_DIE4,
  S_SSWV_DIE5,
  S_SSWV_XDIE1,
  S_SSWV_XDIE2,
  S_SSWV_XDIE3,
  S_SSWV_XDIE4,
  S_SSWV_XDIE5,
  S_SSWV_XDIE6,
  S_SSWV_XDIE7,
  S_SSWV_XDIE8,
  S_SSWV_XDIE9,
  S_SSWV_RAISE1,
  S_SSWV_RAISE2,
  S_SSWV_RAISE3,
  S_SSWV_RAISE4,
  S_SSWV_RAISE5,
  S_KEENSTND,
  S_COMMKEEN,
  S_COMMKEEN2,
  S_COMMKEEN3,
  S_COMMKEEN4,
  S_COMMKEEN5,
  S_COMMKEEN6,
  S_COMMKEEN7,
  S_COMMKEEN8,
  S_COMMKEEN9,
  S_COMMKEEN10,
  S_COMMKEEN11,
  S_COMMKEEN12,
  S_KEENPAIN,
  S_KEENPAIN2,
  S_BRAIN,
  S_BRAIN_PAIN,
  S_BRAIN_DIE1,
  S_BRAIN_DIE2,
  S_BRAIN_DIE3,
  S_BRAIN_DIE4,
  S_BRAINEYE,
  S_BRAINEYESEE,
  S_BRAINEYE1,
  S_SPAWN1,
  S_SPAWN2,
  S_SPAWN3,
  S_SPAWN4,
  S_SPAWNFIRE1,
  S_SPAWNFIRE2,
  S_SPAWNFIRE3,
  S_SPAWNFIRE4,
  S_SPAWNFIRE5,
  S_SPAWNFIRE6,
  S_SPAWNFIRE7,
  S_SPAWNFIRE8,
  S_BRAINEXPLODE1,
  S_BRAINEXPLODE2,
  S_BRAINEXPLODE3,
  S_ARM1,
  S_ARM1A,
  S_ARM2,
  S_ARM2A,
  S_BAR1,
  S_BAR2,
  S_BEXP,
  S_BEXP2,
  S_BEXP3,
  S_BEXP4,
  S_BEXP5,
  S_BBAR1,
  S_BBAR2,
  S_BBAR3,
  S_BON1,
  S_BON1A,
  S_BON1B,
  S_BON1C,
  S_BON1D,
  S_BON1E,
  S_BON2,
  S_BON2A,
  S_BON2B,
  S_BON2C,
  S_BON2D,
  S_BON2E,
  S_BKEY,
  S_BKEY2,
  S_RKEY,
  S_RKEY2,
  S_YKEY,
  S_YKEY2,
  S_BSKULL,
  S_BSKULL2,
  S_RSKULL,
  S_RSKULL2,
  S_YSKULL,
  S_YSKULL2,
  S_STIM,
  S_MEDI,
  S_SOUL,
  S_SOUL2,
  S_SOUL3,
  S_SOUL4,
  S_SOUL5,
  S_SOUL6,
  S_PINV,
  S_PINV2,
  S_PINV3,
  S_PINV4,
  S_PSTR,
  S_PINS,
  S_PINS2,
  S_PINS3,
  S_PINS4,
  S_MEGA,
  S_MEGA2,
  S_MEGA3,
  S_MEGA4,
  S_SUIT,
  S_PMAP,
  S_PMAP2,
  S_PMAP3,
  S_PMAP4,
  S_PMAP5,
  S_PMAP6,
  S_PVIS,
  S_PVIS2,
  S_CLIP,
  S_AMMO,
  S_ROCK,
  S_BROK,
  S_CELL,
  S_CELP,
  S_SHEL,
  S_SBOX,
  S_BPAK,
  S_BFUG,
  S_MGUN,
  S_CSAW,
  S_LAUN,
  S_PLAS,
  S_SHOT,
  S_SHOT2,
  S_COLU,
  S_STALAG,
  S_BLOODYTWITCH,
  S_BLOODYTWITCH2,
  S_BLOODYTWITCH3,
  S_BLOODYTWITCH4,
  S_DEADTORSO,
  S_DEADBOTTOM,
  S_HEADSONSTICK,
  S_GIBS,
  S_HEADONASTICK,
  S_HEADCANDLES,
  S_HEADCANDLES2,
  S_DEADSTICK,
  S_LIVESTICK,
  S_LIVESTICK2,
  S_MEAT2,
  S_MEAT3,
  S_MEAT4,
  S_MEAT5,
  S_STALAGTITE,
  S_TALLGRNCOL,
  S_SHRTGRNCOL,
  S_TALLREDCOL,
  S_SHRTREDCOL,
  S_CANDLESTIK,
  S_CANDELABRA,
  S_SKULLCOL,
  S_TORCHTREE,
  S_BIGTREE,
  S_TECHPILLAR,
  S_EVILEYE,
  S_EVILEYE2,
  S_EVILEYE3,
  S_EVILEYE4,
  S_FLOATSKULL,
  S_FLOATSKULL2,
  S_FLOATSKULL3,
  S_HEARTCOL,
  S_HEARTCOL2,
  S_BLUETORCH,
  S_BLUETORCH2,
  S_BLUETORCH3,
  S_BLUETORCH4,
  S_GREENTORCH,
  S_GREENTORCH2,
  S_GREENTORCH3,
  S_GREENTORCH4,
  S_REDTORCH,
  S_REDTORCH2,
  S_REDTORCH3,
  S_REDTORCH4,
  S_BTORCHSHRT,
  S_BTORCHSHRT2,
  S_BTORCHSHRT3,
  S_BTORCHSHRT4,
  S_GTORCHSHRT,
  S_GTORCHSHRT2,
  S_GTORCHSHRT3,
  S_GTORCHSHRT4,
  S_RTORCHSHRT,
  S_RTORCHSHRT2,
  S_RTORCHSHRT3,
  S_RTORCHSHRT4,
  S_HANGNOGUTS,
  S_HANGBNOBRAIN,
  S_HANGTLOOKDN,
  S_HANGTSKULL,
  S_HANGTLOOKUP,
  S_HANGTNOBRAIN,
  S_COLONGIBS,
  S_SMALLPOOL,
  S_BRAINSTEM,
  S_TECHLAMP,
  S_TECHLAMP2,
  S_TECHLAMP3,
  S_TECHLAMP4,
  S_TECH2LAMP,
  S_TECH2LAMP2,
  S_TECH2LAMP3,
  S_TECH2LAMP4,
  S_TNT1, /* add state for invisible sprite          phares 3/8/98  */

  S_GRENADE,   /* killough 8/9/98: grenade launcher */
  S_DETONATE,  /* killough 8/9/98: detonation of objects */
  S_DETONATE2,
  S_DETONATE3, 

#ifdef DOGS
  S_DOGS_STND,      /* killough 7/19/98: Marine's best friend :) */
  S_DOGS_STND2,
  S_DOGS_RUN1,
  S_DOGS_RUN2,
  S_DOGS_RUN3,
  S_DOGS_RUN4,
  S_DOGS_RUN5,
  S_DOGS_RUN6,
  S_DOGS_RUN7,
  S_DOGS_RUN8,
  S_DOGS_ATK1,
  S_DOGS_ATK2,
  S_DOGS_ATK3,
  S_DOGS_PAIN,
  S_DOGS_PAIN2,
  S_DOGS_DIE1,
  S_DOGS_DIE2,
  S_DOGS_DIE3,
  S_DOGS_DIE4,
  S_DOGS_DIE5,
  S_DOGS_DIE6,
  S_DOGS_RAISE1,
  S_DOGS_RAISE2,
  S_DOGS_RAISE3,
  S_DOGS_RAISE4,
  S_DOGS_RAISE5,
  S_DOGS_RAISE6,
#endif

  S_MUSHROOM,  /* killough 10/98: mushroom explosion effect */

  NUMSTATES  /* Counter of how many there are */

} statenum_t;

/********************************************************************
 * Definition of the state (frames) structure                       *
 ********************************************************************/

typedef struct
{
  spritenum_t sprite;       /* sprite number to show                       */
  long        frame;        /* which frame/subframe of the sprite is shown */
  long        tics;         /* number of gametics this frame should last   */
  actionf_t   action;       /* code pointer to function for action if any  */
  statenum_t  nextstate;    /* linked list pointer to next state or zero   */
  long        misc1, misc2; /* apparently never used in DOOM               */
} state_t;

/* these are in info.c */
extern state_t  states[NUMSTATES];
extern const char *sprnames[]; /* 1/17/98 killough - CPhipps - const */

/********************************************************************
 * Thing enumeration -- must match info.c                           *
 ********************************************************************
 * Note that many of these are generically named for the ornamentals
 */

typedef enum {
  MT_PLAYER,
  MT_POSSESSED,
  MT_SHOTGUY,
  MT_VILE,
  MT_FIRE,
  MT_UNDEAD,
  MT_TRACER,
  MT_SMOKE,
  MT_FATSO,
  MT_FATSHOT,
  MT_CHAINGUY,
  MT_TROOP,
  MT_SERGEANT,
  MT_SHADOWS,
  MT_HEAD,
  MT_BRUISER,
  MT_BRUISERSHOT,
  MT_KNIGHT,
  MT_SKULL,
  MT_SPIDER,
  MT_BABY,
  MT_CYBORG,
  MT_PAIN,
  MT_WOLFSS,
  MT_KEEN,
  MT_BOSSBRAIN,
  MT_BOSSSPIT,
  MT_BOSSTARGET,
  MT_SPAWNSHOT,
  MT_SPAWNFIRE,
  MT_BARREL,
  MT_TROOPSHOT,
  MT_HEADSHOT,
  MT_ROCKET,
  MT_PLASMA,
  MT_BFG,
  MT_ARACHPLAZ,
  MT_PUFF,
  MT_BLOOD,
  MT_TFOG,
  MT_IFOG,
  MT_TELEPORTMAN,
  MT_EXTRABFG,
  MT_MISC0,
  MT_MISC1,
  MT_MISC2,
  MT_MISC3,
  MT_MISC4,
  MT_MISC5,
  MT_MISC6,
  MT_MISC7,
  MT_MISC8,
  MT_MISC9,
  MT_MISC10,
  MT_MISC11,
  MT_MISC12,
  MT_INV,
  MT_MISC13,
  MT_INS,
  MT_MISC14,
  MT_MISC15,
  MT_MISC16,
  MT_MEGA,
  MT_CLIP,
  MT_MISC17,
  MT_MISC18,
  MT_MISC19,
  MT_MISC20,
  MT_MISC21,
  MT_MISC22,
  MT_MISC23,
  MT_MISC24,
  MT_MISC25,
  MT_CHAINGUN,
  MT_MISC26,
  MT_MISC27,
  MT_MISC28,
  MT_SHOTGUN,
  MT_SUPERSHOTGUN,
  MT_MISC29,
  MT_MISC30,
  MT_MISC31,
  MT_MISC32,
  MT_MISC33,
  MT_MISC34,
  MT_MISC35,
  MT_MISC36,
  MT_MISC37,
  MT_MISC38,
  MT_MISC39,
  MT_MISC40,
  MT_MISC41,
  MT_MISC42,
  MT_MISC43,
  MT_MISC44,
  MT_MISC45,
  MT_MISC46,
  MT_MISC47,
  MT_MISC48,
  MT_MISC49,
  MT_MISC50,
  MT_MISC51,
  MT_MISC52,
  MT_MISC53,
  MT_MISC54,
  MT_MISC55,
  MT_MISC56,
  MT_MISC57,
  MT_MISC58,
  MT_MISC59,
  MT_MISC60,
  MT_MISC61,
  MT_MISC62,
  MT_MISC63,
  MT_MISC64,
  MT_MISC65,
  MT_MISC66,
  MT_MISC67,
  MT_MISC68,
  MT_MISC69,
  MT_MISC70,
  MT_MISC71,
  MT_MISC72,
  MT_MISC73,
  MT_MISC74,
  MT_MISC75,
  MT_MISC76,
  MT_MISC77,
  MT_MISC78,
  MT_MISC79,
  MT_MISC80,
  MT_MISC81,
  MT_MISC82,
  MT_MISC83,
  MT_MISC84,
  MT_MISC85,
  MT_MISC86,
  MT_PUSH,    /* controls push source - phares */
  MT_PULL,    /* controls pull source - phares 3/20/98 */

#ifdef DOGS
  MT_DOGS,    /* killough 7/19/98: Marine's best friend */
#endif

  /* proff 11/22/98: Andy Baker's stealth monsters (next 12)
   * cph - moved below the MBF stuff, no need to displace them */
  MT_STEALTHBABY,
  MT_STEALTHVILE,
  MT_STEALTHBRUISER,
  MT_STEALTHHEAD,
  MT_STEALTHCHAINGUY,
  MT_STEALTHSERGEANT,
  MT_STEALTHKNIGHT,
  MT_STEALTHIMP,
  MT_STEALTHFATSO,
  MT_STEALTHUNDEAD,
  MT_STEALTHSHOTGUY,
  MT_STEALTHZOMBIE,

  NUMMOBJTYPES  // Counter of how many there are
} mobjtype_t;

/********************************************************************
 * Definition of the Thing structure
 ********************************************************************/
/* Note that these are only indices to the state, sound, etc. arrays
 * and not actual pointers.  Most can be set to zero if the action or
 * sound doesn't apply (like lamps generally don't attack or whistle).
 */

typedef struct
{
  int doomednum;    /* Thing number used in id's editor, and now
			 probably by every other editor too */
  int spawnstate;   /* The state (frame) index when this Thing is
		       first created */
  int spawnhealth;  /* The initial hit points for this Thing */
  int seestate;     /* The state when it sees you or wakes up */
  int seesound;     /* The sound it makes when waking */
  int reactiontime; /* How many tics it waits after it wakes up
		       before it will start to attack, in normal
		       skills (halved for nightmare) */
  int attacksound;  /* The sound it makes when it attacks */
  int painstate;    /* The state to indicate pain */
  int painchance;   /* A number that is checked against a random
		       number 0-255 to see if the Thing is supposed
		       to go to its painstate or not.  Note this
		       has absolutely nothing to do with the chance
		       it will get hurt, just the chance of it
		       reacting visibly. */
  int painsound;    /* The sound it emits when it feels pain */
  int meleestate;   /* Melee==close attack */
  int missilestate; /* What states to use when it's in the air, if
		       in fact it is ever used as a missile */
  int deathstate;   /* What state begins the death sequence */
  int xdeathstate;  /* What state begins the horrible death sequence
		       like when a rocket takes out a trooper */
  int deathsound;   /* The death sound.  See also A_Scream() in
		       p_enemy.c for some tweaking that goes on
		       for certain monsters */
  int speed;        /* How fast it moves.  Too fast and it can miss
		       collision logic. */
  int radius;       /* An often incorrect radius */
  int height;       /* An often incorrect height, used only to see
		       if a monster can enter a sector */
  int mass;         /* How much an impact will move it.  Cacodemons
		       seem to retreat when shot because they have
		       very little mass and are moved by impact */
  int damage;       /* If this is a missile, how much does it hurt? */
  int activesound;  /* What sound it makes wandering around, once
		       in a while.  Chance is 3/256 it will. */
  int flags;  /* Bit masks for lots of things.  See p_mobj.h */
  int raisestate;   /* The first state for an Archvile or respawn
		       resurrection.  Zero means it won't come
		       back to life. */
} mobjinfo_t;

/* See p_mobj_h for addition more technical info */
extern mobjinfo_t mobjinfo[NUMMOBJTYPES];

#endif
