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https://github.com/ZDoom/Raze.git
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b2f794bde5
- delete some voxel code that's software rendering only. - apply Big Endian byte swapping for SFXs, as well, now that this no longer involves hacking the file system cache.
96 lines
2.2 KiB
C
96 lines
2.2 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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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);
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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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