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📄 r_data.h

📁 The source code of Doom legacy for windows
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// Emacs style mode select   -*- C++ -*- //-----------------------------------------------------------------------------//// $Id: r_data.h,v 1.6 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_data.h,v $// Revision 1.6  2001/03/13 22:14:20  stroggonmeth// Long time no commit. 3D floors, FraggleScript, portals, ect.//// Revision 1.5  2000/11/02 17:50:09  stroggonmeth// Big 3Dfloors & FraggleScript commit!!//// Revision 1.4  2000/04/13 23:47:47  stroggonmeth// See logs//// Revision 1.3  2000/04/04 00:32:47  stroggonmeth// Initial Boom compatability plus few misc changes all around.//// Revision 1.2  2000/02/27 00:42:10  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://      Refresh module, data I/O, caching, retrieval of graphics//      by name.////-----------------------------------------------------------------------------#ifndef __R_DATA__#define __R_DATA__#include "r_defs.h"#include "r_state.h"#ifdef __GNUG__#pragma interface#endif// moved here for r_sky.c (texture_t is used)//// Texture definition.// Each texture is composed of one or more patches,// with patches being lumps stored in the WAD.// The lumps are referenced by number, and patched// into the rectangular texture space using origin// and possibly other attributes.//typedef struct{    short       originx;    short       originy;    short       patch;    short       stepdir;    short       colormap;} mappatch_t;//// Texture definition.// A DOOM wall texture is a list of patches// which are to be combined in a predefined order.//typedef struct{    char                name[8];    boolean             masked;    short               width;    short               height;    void                **columndirectory;      // OBSOLETE    short               patchcount;    mappatch_t  patches[1];} maptexture_t;// A single patch from a texture definition,//  basically a rectangular area within//  the texture rectangle.typedef struct{    // Block origin (allways UL),    // which has allready accounted    // for the internal origin of the patch.    int         originx;    int         originy;    int         patch;} texpatch_t;// A maptexturedef_t describes a rectangular texture,//  which is composed of one or more mappatch_t structures//  that arrange graphic patches.typedef struct{    // Keep name for switch changing, etc.    char        name[8];    short       width;    short       height;    // All the patches[patchcount]    //  are drawn back to front into the cached texture.    short       patchcount;    texpatch_t  patches[1];} texture_t;// all loaded and prepared textures from the start of the gameextern texture_t**     textures;//extern lighttable_t    *colormaps;extern CV_PossibleValue_t Color_cons_t[];// Load TEXTURE1/TEXTURE2/PNAMES definitions, create lookup tablesvoid  R_LoadTextures (void);void  R_FlushTextureCache (void);// Retrieve column data for span blitting.byte* R_GetColumn (int tex, int col);byte* R_GetFlat (int  flatnum);// I/O, setting up the stuff.void R_InitData (void);void R_PrecacheLevel (void);// Retrieval.// Floor/ceiling opaque texture tiles,// lookup by name. For animation?int R_GetFlatNumForName (char *name);int P_FlagNumForName (char *flatname);#define R_FlatNumForName(x)    R_GetFlatNumForName(x)// Called by P_Ticker for switches and animations,// returns the texture number for the texture name.int R_TextureNumForName (char *name);int R_CheckTextureNumForName (char *name);void R_ClearColormaps();int R_ColormapNumForName(char *name);int R_CreateColormap(char *p1, char *p2, char *p3);char *R_ColormapNameForNum(int num);#endif

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