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3455610031
Avoid passing this anywhere in the client code. It should only be set right before rendering the 3D view and the only code using the base palette should be the 3D renderer and hud_drawsprite. Also make the palette override CVARs 3D view only in debug mode.
99 lines
2.3 KiB
C++
99 lines
2.3 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#pragma once
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#include "build.h"
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#include "common_game.h"
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#include "blood.h"
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class F2DDrawer;
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BEGIN_BLD_NS
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#define kQavOrientationLeft 4096
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#pragma pack(push, 1)
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// by NoOne: add sound flags
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enum
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{
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kFlagSoundKill = 0x01, // mute QAV sounds of same priority
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kFlagSoundKillAll = 0x02, // mute all QAV sounds
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};
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struct TILE_FRAME
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{
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int picnum;
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int x;
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int y;
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int z;
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int stat;
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signed char shade;
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char palnum;
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unsigned short angle;
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};
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struct SOUNDINFO
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{
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int sound;
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unsigned char priority;
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unsigned char sndFlags; // (by NoOne) Various sound flags
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unsigned char sndRange; // (by NoOne) Random sound range
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char reserved[1];
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};
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struct FRAMEINFO
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{
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int nCallbackId; // 0
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SOUNDINFO sound; // 4
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TILE_FRAME tiles[8]; // 12
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};
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struct QAV
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{
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char pad1[8]; // 0
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int nFrames; // 8
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int ticksPerFrame; // C
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int at10; // 10
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int x; // 14
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int y; // 18
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int nSprite; // 1c
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//SPRITE *pSprite; // 1c
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char pad3[4]; // 20
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FRAMEINFO frames[1]; // 24
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void Draw(int ticks, int stat, int shade, int palnum, bool in3dscene);
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void Draw(double x, double y, int ticks, int stat, int shade, int palnum, bool in3dscene);
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void Play(int, int, int, void *);
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void Preload(void);
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void Precache(void);
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void PlaySound(int nSound);
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void PlaySound3D(spritetype *pSprite, int nSound, int a3, int a4);
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};
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#pragma pack(pop)
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int qavRegisterClient(void(*pClient)(int, void *));
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QAV* getQAV(int res_id);
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END_BLD_NS
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