RingRacers/src/r_draw.h
TehRealSalt c2941d6ea5 Item roulette fun-times
- Colorize items, Combi-Catcher style, while the roulette is still going. Nice Chaotix reference, and tells you when the game's just lagged.
- Items blink when you first get them! They blink white when you wait out the whole roulette, red when you mash, or rainbow for enhanced items! Blinking prevents items from being stolen too, so items can't be literally stolen before you even have a chance to see what it was.
- New item roulette sound for mashing
- Fix TC_ limits in Lua
2018-11-23 19:15:14 -05:00

186 lines
5.1 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2016 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_draw.h
/// \brief Low-level span/column drawer functions
#ifndef __R_DRAW__
#define __R_DRAW__
#include "r_defs.h"
// -------------------------------
// COMMON STUFF FOR 8bpp AND 16bpp
// -------------------------------
extern UINT8 *ylookup[MAXVIDHEIGHT*4];
extern UINT8 *ylookup1[MAXVIDHEIGHT*4];
extern UINT8 *ylookup2[MAXVIDHEIGHT*4];
extern UINT8 *ylookup3[MAXVIDHEIGHT*4];
extern UINT8 *ylookup4[MAXVIDHEIGHT*4];
extern INT32 columnofs[MAXVIDWIDTH*4];
extern UINT8 *topleft;
// -------------------------
// COLUMN DRAWING CODE STUFF
// -------------------------
extern lighttable_t *dc_colormap;
extern INT32 dc_x, dc_yl, dc_yh;
extern fixed_t dc_iscale, dc_texturemid;
extern UINT8 dc_hires;
extern UINT8 *dc_source; // first pixel in a column
// translucency stuff here
extern UINT8 *transtables; // translucency tables, should be (*transtables)[5][256][256]
extern UINT8 *dc_transmap;
// translation stuff here
extern UINT8 *dc_translation;
extern struct r_lightlist_s *dc_lightlist;
extern INT32 dc_numlights, dc_maxlights;
//Fix TUTIFRUTI
extern INT32 dc_texheight;
// -----------------------
// SPAN DRAWING CODE STUFF
// -----------------------
extern INT32 ds_y, ds_x1, ds_x2;
extern lighttable_t *ds_colormap;
extern fixed_t ds_xfrac, ds_yfrac, ds_xstep, ds_ystep;
extern UINT8 *ds_source; // start of a 64*64 tile image
extern UINT8 *ds_transmap;
#ifdef ESLOPE
typedef struct {
float x, y, z;
} floatv3_t;
extern pslope_t *ds_slope; // Current slope being used
extern floatv3_t ds_su, ds_sv, ds_sz; // Vectors for... stuff?
extern float focallengthf, zeroheight;
#endif
// Variable flat sizes
extern UINT32 nflatxshift;
extern UINT32 nflatyshift;
extern UINT32 nflatshiftup;
extern UINT32 nflatmask;
/// \brief Top border
#define BRDR_T 0
/// \brief Bottom border
#define BRDR_B 1
/// \brief Left border
#define BRDR_L 2
/// \brief Right border
#define BRDR_R 3
/// \brief Topleft border
#define BRDR_TL 4
/// \brief Topright border
#define BRDR_TR 5
/// \brief Bottomleft border
#define BRDR_BL 6
/// \brief Bottomright border
#define BRDR_BR 7
extern lumpnum_t viewborderlump[8];
// ------------------------------------------------
// r_draw.c COMMON ROUTINES FOR BOTH 8bpp and 16bpp
// ------------------------------------------------
#define GTC_CACHE 1
#define TC_DEFAULT -1
#define TC_BOSS -2
#define TC_METALSONIC -3 // For Metal Sonic battle
#define TC_ALLWHITE -4 // For Cy-Brak-demon
#define TC_RAINBOW -5 // For invincibility power
#define TC_BLINK -6 // For item blinking
// Initialize color translation tables, for player rendering etc.
void R_InitTranslationTables(void);
UINT8* R_GetTranslationColormap(INT32 skinnum, skincolors_t color, UINT8 flags);
void R_FlushTranslationColormapCache(void);
UINT8 R_GetColorByName(const char *name);
// Custom player skin translation
void R_InitViewBuffer(INT32 width, INT32 height);
void R_InitViewBorder(void);
void R_VideoErase(size_t ofs, INT32 count);
// Rendering function.
#if 0
void R_FillBackScreen(void);
// If the view size is not full screen, draws a border around it.
void R_DrawViewBorder(void);
#endif
// -----------------
// 8bpp DRAWING CODE
// -----------------
void R_DrawColumn_8(void);
#define R_DrawWallColumn_8 R_DrawColumn_8
void R_DrawShadeColumn_8(void);
void R_DrawTranslucentColumn_8(void);
#ifdef USEASM
void ASMCALL R_DrawColumn_8_ASM(void);
#define R_DrawWallColumn_8_ASM R_DrawColumn_8_ASM
void ASMCALL R_DrawShadeColumn_8_ASM(void);
void ASMCALL R_DrawTranslucentColumn_8_ASM(void);
void ASMCALL R_Draw2sMultiPatchColumn_8_ASM(void);
void ASMCALL R_DrawColumn_8_MMX(void);
#define R_DrawWallColumn_8_MMX R_DrawColumn_8_MMX
void ASMCALL R_Draw2sMultiPatchColumn_8_MMX(void);
void ASMCALL R_DrawSpan_8_MMX(void);
#endif
void R_DrawTranslatedColumn_8(void);
void R_DrawTranslatedTranslucentColumn_8(void);
void R_DrawSpan_8(void);
#ifdef ESLOPE
void R_CalcTiltedLighting(fixed_t start, fixed_t end);
void R_DrawTiltedSpan_8(void);
void R_DrawTiltedTranslucentSpan_8(void);
void R_DrawTiltedSplat_8(void);
#endif
void R_DrawSplat_8(void);
void R_DrawTranslucentSplat_8(void);
void R_DrawTranslucentSpan_8(void);
void R_Draw2sMultiPatchColumn_8(void);
void R_Draw2sMultiPatchTranslucentColumn_8(void);
void R_DrawFogSpan_8(void);
void R_DrawFogColumn_8(void);
void R_DrawColumnShadowed_8(void);
// ------------------
// 16bpp DRAWING CODE
// ------------------
#ifdef HIGHCOLOR
void R_DrawColumn_16(void);
void R_DrawWallColumn_16(void);
void R_DrawTranslucentColumn_16(void);
void R_DrawTranslatedColumn_16(void);
void R_DrawSpan_16(void);
#endif
// =========================================================================
#endif // __R_DRAW__