📄 r_data.h
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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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