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SRB2Kart-Saturn/src/r_data.h
T
Alug c977c4fc45 initialize most of our global variables
just to be safe, not really trusting the game at this point, maybe this helps with some obscure bugs or smth lel
2025-11-11 14:19:02 +01:00

125 lines
3.4 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2018 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file r_data.h
/// \brief Refresh module, data I/O, caching, retrieval of graphics by name
#ifndef __R_DATA__
#define __R_DATA__
#ifdef __cplusplus
extern "C" {
#endif
#include "r_defs.h"
#include "r_state.h"
#ifdef __GNUG__
#pragma interface
#endif
// moved here for r_sky.c (texpatch_t is used)
// A single patch from a texture definition,
// basically a rectangular area within
// the texture rectangle.
typedef struct
{
// Block origin (always UL), which has already accounted for the internal origin of the patch.
INT16 originx, originy;
UINT16 wad, lump;
} texpatch_t;
// texture type
enum
{
TEXTURETYPE_UNKNOWN,
TEXTURETYPE_SINGLEPATCH,
TEXTURETYPE_COMPOSITE,
};
// 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];
UINT8 type; // TEXTURETYPE_
UINT32 hash;
INT16 width, height;
boolean holes;
// All the patches[patchcount] are drawn back to front into the cached texture.
INT16 patchcount;
texpatch_t patches[0];
} texture_t;
// all loaded and prepared textures from the start of the game
extern texture_t **textures;
extern UINT8 **texturecache; // graphics data for each generated full-size texture
extern fixed_t *textureheight; // needed for texture pegging
UINT32 ASTBlendPixel(RGBA_t background, RGBA_t foreground, int style, UINT8 alpha);
UINT32 ASTBlendTexturePixel(RGBA_t background, RGBA_t foreground, int style, UINT8 alpha);
extern CV_PossibleValue_t Color_cons_t[];
// Load TEXTURE1/TEXTURE2/PNAMES definitions, create lookup tables
void R_LoadTextures(void);
void R_LoadTexturesPwad(UINT16 wadnum);
void R_FlushTextureCache(void);
UINT8 *R_GenerateTexture(size_t texnum);
INT32 R_GetTextureNum(INT32 texnum);
void R_CheckTextureCache(INT32 tex);
// Retrieve column data for span blitting.
UINT8 *R_GetColumn(fixed_t tex, INT32 col);
UINT8 *R_GetFlat(lumpnum_t 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?
lumpnum_t R_GetFlatNumForName(const char *name);
#define R_FlatNumForName(x) R_GetFlatNumForName(x)
// Called by P_Ticker for switches and animations,
// returns the texture number for the texture name.
void R_ClearTextureNumCache(boolean btell);
INT32 R_TextureNumForName(const char *name);
INT32 R_CheckTextureNumForName(const char *name);
void R_ReInitColormaps(UINT16 num, lumpnum_t newencoremap);
void R_ClearColormaps(void);
INT32 R_ColormapNumForName(char *name);
INT32 R_CreateColormap(char *p1, char *p2, char *p3);
#ifdef HASINVERT
void R_MakeInvertmap(void);
#endif
const char *R_ColormapNameForNum(INT32 num);
UINT8 NearestPaletteColor(UINT8 r, UINT8 g, UINT8 b, RGBA_t *palette);
#define NearestColor(r, g, b) NearestPaletteColor(r, g, b, NULL)
extern INT32 numtextures;
#ifdef __cplusplus
} // extern "C"
#endif
#endif