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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id: r_data.h,v 1.6 2001/03/13 22:14:20 stroggonmeth Exp $
//
// Copyright (C) 1993-1996 by id Software, Inc.
// Portions Copyright (C) 1998-2000 by DooM Legacy Team.
//
// 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.
//
//
// $Log: r_data.h,v $
// Revision 1.6 2001/03/13 22:14:20 stroggonmeth
// Long time no commit. 3D floors, FraggleScript, portals, ect.
//
// Revision 1.5 2000/11/02 17:50:09 stroggonmeth
// Big 3Dfloors & FraggleScript commit!!
//
// Revision 1.4 2000/04/13 23:47:47 stroggonmeth
// See logs
//
// Revision 1.3 2000/04/04 00:32:47 stroggonmeth
// Initial Boom compatability plus few misc changes all around.
//
// Revision 1.2 2000/02/27 00:42:10 hurdler
// fix CR+LF problem
//
// Revision 1.1.1.1 2000/02/22 20:32:32 hurdler
// Initial import into CVS (v1.29 pr3)
//
//
// DESCRIPTION:
// Refresh module, data I/O, caching, retrieval of graphics
// by name.
//
//-----------------------------------------------------------------------------
#ifndef __R_DATA__
#define __R_DATA__
#include "r_defs.h"
#include "r_state.h"
#ifdef __GNUG__
#pragma interface
#endif
// moved here for r_sky.c (texture_t is used)
//
// Texture definition.
// Each texture is composed of one or more patches,
// with patches being lumps stored in the WAD.
// The lumps are referenced by number, and patched
// into the rectangular texture space using origin
// and possibly other attributes.
//
typedef struct
{
short originx;
short originy;
short patch;
short stepdir;
short colormap;
} mappatch_t;
//
// Texture definition.
// A DOOM wall texture is a list of patches
// which are to be combined in a predefined order.
//
typedef struct
{
char name[8];
boolean masked;
short width;
short height;
void **columndirectory; // OBSOLETE
short patchcount;
mappatch_t patches[1];
} maptexture_t;
// A single patch from a texture definition,
// basically a rectangular area within
// the texture rectangle.
typedef struct
{
// Block origin (allways UL),
// which has allready accounted
// for the internal origin of the patch.
int originx;
int originy;
int patch;
} texpatch_t;
// A maptexturedef_t describes a rectangular texture,
// which is composed of one or more mappatch_t structures
// that arrange graphic patches.
typedef struct
{
// Keep name for switch changing, etc.
char name[8];
short width;
short height;
// All the patches[patchcount]
// are drawn back to front into the cached texture.
short patchcount;
texpatch_t patches[1];
} texture_t;
// all loaded and prepared textures from the start of the game
extern texture_t** textures;
//extern lighttable_t *colormaps;
extern CV_PossibleValue_t Color_cons_t[];
// Load TEXTURE1/TEXTURE2/PNAMES definitions, create lookup tables
void R_LoadTextures (void);
void R_FlushTextureCache (void);
// Retrieve column data for span blitting.
byte* R_GetColumn (int tex, int col);
byte* R_GetFlat (int flatnum);
// I/O, setting up the stuff.
void R_InitData (void);
void R_PrecacheLevel (void);
// Retrieval.
// Floor/ceiling opaque texture tiles,
// lookup by name. For animation?
int R_GetFlatNumForName (char *name);
int P_FlagNumForName (char *flatname);
#define R_FlatNumForName(x) R_GetFlatNumForName(x)
// Called by P_Ticker for switches and animations,
// returns the texture number for the texture name.
int R_TextureNumForName (char *name);
int R_CheckTextureNumForName (char *name);
void R_ClearColormaps();
int R_ColormapNumForName(char *name);
int R_CreateColormap(char *p1, char *p2, char *p3);
char *R_ColormapNameForNum(int num);
#endif
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