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r_data.h
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/* 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
* Copyright 2005, 2006 by
* Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
* Copyright 2023 by
* Frenkel Smeijers
*
* 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:
* Refresh module, data I/O, caching, retrieval of graphics
* by name.
*
*-----------------------------------------------------------------------------*/
#ifndef __R_DATA__
#define __R_DATA__
#include "r_defs.h"
#include "d_player.h"
// A single patch from a texture definition, basically
// a rectangular area within the texture rectangle.
typedef struct
{
int16_t originx, originy; // Block origin, which has already accounted
int16_t patch_num; // for the internal origin of the patch.
int16_t patch_width;
} texpatch_t;
//
// Texture definition.
// A DOOM wall texture is a list of patches
// which are to be combined in a predefined order.
//
typedef struct
{
//const char* name; // Keep name for switch changing, etc.
//int32_t next, index; // killough 1/31/98: used in hashing algorithm
// CPhipps - moved arrays with per-texture entries to elements here
uint16_t widthmask;
// CPhipps - end of additions
int16_t width, height;
uint8_t overlapped;
uint8_t patchcount; // All the patches[patchcount] are drawn
texpatch_t patches[1]; // back-to-front into the cached texture.
} texture_t;
// I/O, setting up the stuff.
void R_Init(void);
void R_InitSky(void);
// R_*TextureNumForName returns the texture number for the texture name, or NO_TEXTURE if
// there is no texture (i.e. "-") specified.
/* cph 2006/07/23 - defined value for no-texture marker (texture "-" in the WAD file) */
int16_t R_CheckTextureNumForName (const char *name);
const texture_t __far* R_GetTexture(int16_t texture);
void P_LoadTexture(int16_t texture);
#endif