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📄 r_things.h

📁 The source code of Doom legacy for windows
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// Emacs style mode select   -*- C++ -*- //-----------------------------------------------------------------------------//// $Id: r_things.h,v 1.7 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_things.h,v $// Revision 1.7  2001/03/13 22:14:20  stroggonmeth// Long time no commit. 3D floors, FraggleScript, portals, ect.//// Revision 1.6  2000/11/09 17:56:20  stroggonmeth// Hopefully fixed a few bugs and did a few optimizations.//// Revision 1.5  2000/11/03 02:37:36  stroggonmeth// Fix a few warnings when compiling.//// Revision 1.4  2000/11/02 17:50:10  stroggonmeth// Big 3Dfloors & FraggleScript commit!!//// Revision 1.3  2000/04/30 10:30:10  bpereira// no message//// Revision 1.2  2000/02/27 00:42:11  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://      Rendering of moving objects, sprites.////-----------------------------------------------------------------------------#ifndef __R_THINGS__#define __R_THINGS__#include "sounds.h"// number of sprite lumps for spritewidth,offset,topoffset lookup tables// Fab: this is a hack : should allocate the lookup tables per sprite#define     MAXSPRITELUMPS     4096#define MAXVISSPRITES   256 // added 2-2-98 was 128// Constant arrays used for psprite clipping//  and initializing clipping.extern short            negonearray[MAXVIDWIDTH];extern short            screenheightarray[MAXVIDWIDTH];// vars for R_DrawMaskedColumnextern short*           mfloorclip;extern short*           mceilingclip;extern fixed_t          spryscale;extern fixed_t          sprtopscreen;extern fixed_t          sprbotscreen;extern fixed_t          windowtop;extern fixed_t          windowbottom;extern fixed_t          pspritescale;extern fixed_t          pspriteiscale;extern fixed_t          pspriteyscale;  //added:02-02-98:for aspect ratiovoid R_DrawMaskedColumn (column_t* column);void R_SortVisSprites (void);//faB: find sprites in wadfile, replace existing, add new ones//     (only sprites from namelist are added or replaced)void R_AddSpriteDefs (char** namelist, int wadnum);//SoM: 6/5/2000: Light sprites correctly!void R_AddSprites (sector_t* sec, int lightlevel);void R_AddPSprites (void);void R_DrawSprite (vissprite_t* spr);void R_InitSprites (char** namelist);void R_ClearSprites (void);void R_DrawSprites (void);  //draw all visspritesvoid R_DrawMasked (void);voidR_ClipVisSprite( vissprite_t*          vis,  int                   xl,  int                   xh );// -----------// SKINS STUFF// -----------#define SKINNAMESIZE 16#define DEFAULTSKIN  "marine"   // name of the standard doom marine as skintypedef struct{    char        name[SKINNAMESIZE+1];   // short descriptive name of the skin    spritedef_t spritedef;    char        faceprefix[4];          // 3 chars+'\0', default is "STF"    // specific sounds per skin    short       soundsid[NUMSKINSOUNDS]; // sound # in S_sfx table} skin_t;extern int       numskins;extern skin_t    skins[MAXSKINS];//extern CV_PossibleValue_t skin_cons_t[MAXSKINS+1];extern consvar_t cv_skin;//void    R_InitSkins (void);void    SetPlayerSkin(int playernum,char *skinname);int     R_SkinAvailable (char* name);void    R_AddSkins (int wadnum);void    R_InitDrawNodes();void    R_CreateDrawGroup(lvlportal_t* lvl);#endif __R_THINGS__

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