2014-03-15 16:59:03 +00:00
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// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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2016-05-18 00:42:11 +00:00
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// Copyright (C) 1999-2016 by Sonic Team Junior.
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2014-03-15 16:59:03 +00:00
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file r_data.h
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/// \brief Refresh module, data I/O, caching, retrieval of graphics by name
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#ifndef __R_DATA__
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#define __R_DATA__
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#include "r_defs.h"
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#include "r_state.h"
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#ifdef __GNUG__
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#pragma interface
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#endif
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// moved here for r_sky.c (texpatch_t is used)
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// A single patch from a texture definition,
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// basically a rectangular area within
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// the texture rectangle.
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typedef struct
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{
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// Block origin (always UL), which has already accounted for the internal origin of the patch.
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INT16 originx, originy;
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2016-07-24 03:02:10 +00:00
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UINT16 wad, lump;
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2016-10-22 22:19:24 +00:00
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UINT8 flip; // 1 = flipx, 2 = flipy, 3 = both
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2014-03-15 16:59:03 +00:00
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} texpatch_t;
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// A maptexturedef_t describes a rectangular texture,
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// which is composed of one or more mappatch_t structures
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// that arrange graphic patches.
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typedef struct
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{
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// Keep name for switch changing, etc.
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char name[8];
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INT16 width, height;
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boolean holes;
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2016-11-28 22:21:54 +00:00
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UINT8 flip; // 1 = flipx, 2 = flipy, 3 = both
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2014-03-15 16:59:03 +00:00
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// All the patches[patchcount] are drawn back to front into the cached texture.
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INT16 patchcount;
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texpatch_t patches[0];
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} texture_t;
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// all loaded and prepared textures from the start of the game
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extern texture_t **textures;
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// texture width is a power of 2, so it can easily repeat along sidedefs using a simple mask
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extern INT32 *texturewidthmask;
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extern fixed_t *textureheight; // needed for texture pegging
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extern INT16 color8to16[256]; // remap color index to highcolor
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extern INT16 *hicolormaps; // remap high colors to high colors..
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extern CV_PossibleValue_t Color_cons_t[];
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// Load TEXTURE1/TEXTURE2/PNAMES definitions, create lookup tables
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void R_LoadTextures(void);
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void R_FlushTextureCache(void);
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2016-12-16 21:38:53 +00:00
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INT32 R_GetTextureNum(INT32 texnum);
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2016-12-17 19:59:54 +00:00
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void R_CheckTextureCache(INT32 tex);
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2016-12-16 21:38:53 +00:00
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2014-03-15 16:59:03 +00:00
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// Retrieve column data for span blitting.
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UINT8 *R_GetColumn(fixed_t tex, INT32 col);
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UINT8 *R_GetFlat(lumpnum_t flatnum);
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// I/O, setting up the stuff.
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void R_InitData(void);
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void R_PrecacheLevel(void);
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// Retrieval.
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// Floor/ceiling opaque texture tiles,
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// lookup by name. For animation?
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lumpnum_t R_GetFlatNumForName(const char *name);
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#define R_FlatNumForName(x) R_GetFlatNumForName(x)
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// Called by P_Ticker for switches and animations,
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// returns the texture number for the texture name.
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void R_ClearTextureNumCache(boolean btell);
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INT32 R_TextureNumForName(const char *name);
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INT32 R_CheckTextureNumForName(const char *name);
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void R_ReInitColormaps(UINT16 num);
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void R_ClearColormaps(void);
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INT32 R_ColormapNumForName(char *name);
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INT32 R_CreateColormap(char *p1, char *p2, char *p3);
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void R_CreateColormap2(char *p1, char *p2, char *p3);
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void R_MakeColormaps(void);
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const char *R_ColormapNameForNum(INT32 num);
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extern INT32 numtextures;
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#endif
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