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// -*- Mode: C; indent-tabs-mode: t; c-basic-offset: 4; tab-width: 4 -*-
// ----------------------------------------------------------------------------
// :oCCCCOCoc.
// .cCO8OOOOOOOOO8Oo:
// .oOO8OOOOOOOOOOOOOOOCc
// cO8888: .:oOOOOC. TM
// :888888: :CCCc .oOOOOC. ### ### #########
// C888888: .ooo: .C######## ##### ##### ###### ###### ##########
// O888888: .oO### ### ##### ##### ######## ######## #### ###
// C888888: :8O. .C########## ### #### ### ## ## ## ## #### ###
// :8@@@@8: :888c o### ### #### ### ######## ######## ##########
// :8@@@@C C@@@@ oo######## ### ## ### ###### ###### #########
// cO@@@@@@@@@@@@@@@@@Oc0
// :oO8@@@@@@@@@@Oo.
// .oCOOOOOCc. http://remood.org/
// ----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 2008-2013 GhostlyDeath <ghostlydeath@remood.org>
// <ghostlydeath@gmail.com>
// ----------------------------------------------------------------------------
// 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 3
// 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.
// ----------------------------------------------------------------------------
// DESCRIPTION: Rendering of moving objects, sprites.
#ifndef __R_THINGS__
#define __R_THINGS__
#include "r_defs.h"
#include "sounds.h" // Just for NUMSKINSOUNDS
#define MAXVISSPRITES 512 // added 2-2-98 was 128
// Constant arrays used for psprite clipping
// and initializing clipping.
extern short* negonearray;
extern short* screenheightarray;
// vars for R_DrawMaskedColumn
extern 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 ratio
extern const int PSpriteSY[];
void 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 vissprites
void R_DrawMasked(void);
void R_ClipVisSprite(vissprite_t* vis, int xl, int xh);
// -----------
// SKINS STUFF
// -----------
#define SKINNAMESIZE 16
#define DEFAULTSKIN "marine" // name of the standard doom marine as skin
typedef 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;
//void R_InitSkins (void);
void SetPlayerSkin(int playernum, char* skinname);
int R_SkinAvailable(char* name);
void R_AddSkins(int wadnum);
void R_InitDrawNodes();
#endif /*__R_THINGS__*/