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ID_VH.H
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ID_VH.H
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// ID_VH.H
#define WHITE 15 // graphics mode independant colors
#define BLACK 0
#define FIRSTCOLOR 1
#define SECONDCOLOR 12
#define F_WHITE 15
#define F_BLACK 0
#define F_FIRSTCOLOR 1
#define F_SECONDCOLOR 12
//===========================================================================
#define MAXSHIFTS 1
typedef struct
{
int width,
height,
orgx,orgy,
xl,yl,xh,yh,
shifts;
} spritetabletype;
typedef struct
{
unsigned sourceoffset[MAXSHIFTS];
unsigned planesize[MAXSHIFTS];
unsigned width[MAXSHIFTS];
byte data[];
} spritetype; // the memptr for each sprite points to this
typedef struct
{
int width,height;
} pictabletype;
typedef struct
{
int height;
int location[256];
char width[256];
} fontstruct;
//===========================================================================
extern pictabletype _seg *pictable;
extern pictabletype _seg *picmtable;
extern spritetabletype _seg *spritetable;
extern byte fontcolor;
extern int fontnumber;
extern int px,py;
//
// Double buffer management routines
//
void VW_InitDoubleBuffer (void);
int VW_MarkUpdateBlock (int x1, int y1, int x2, int y2);
void VW_UpdateScreen (void);
//
// mode independant routines
// coordinates in pixels, rounded to best screen res
// regions marked in double buffer
//
void VWB_DrawTile8 (int x, int y, int tile);
void VWB_DrawTile8M (int x, int y, int tile);
void VWB_DrawTile16 (int x, int y, int tile);
void VWB_DrawTile16M (int x, int y, int tile);
void VWB_DrawPic (int x, int y, int chunknum);
void VWB_DrawMPic(int x, int y, int chunknum);
void VWB_Bar (int x, int y, int width, int height, int color);
void VWB_DrawPropString (char far *string);
void VWB_DrawMPropString (char far *string);
void VWB_DrawSprite (int x, int y, int chunknum);
void VWB_Plot (int x, int y, int color);
void VWB_Hlin (int x1, int x2, int y, int color);
void VWB_Vlin (int y1, int y2, int x, int color);
//
// wolfenstein EGA compatability stuff
//
extern byte far gamepal;
void VH_SetDefaultColors (void);
#define VW_Startup VL_Startup
#define VW_Shutdown VL_Shutdown
#define VW_SetCRTC VL_SetCRTC
#define VW_SetScreen VL_SetScreen
#define VW_Bar VL_Bar
#define VW_Plot VL_Plot
#define VW_Hlin(x,z,y,c) VL_Hlin(x,y,(z)-(x)+1,c)
#define VW_Vlin(y,z,x,c) VL_Vlin(x,y,(z)-(y)+1,c)
#define VW_DrawPic VH_DrawPic
#define VW_SetSplitScreen VL_SetSplitScreen
#define VW_SetLineWidth VL_SetLineWidth
#define VW_ColorBorder VL_ColorBorder
#define VW_WaitVBL VL_WaitVBL
#define VW_FadeIn() VL_FadeIn(0,255,&gamepal,30);
#define VW_FadeOut() VL_FadeOut(0,255,0,0,0,30);
#define VW_ScreenToScreen VL_ScreenToScreen
#define VW_SetDefaultColors VH_SetDefaultColors
void VW_MeasurePropString (char far *string, word *width, word *height);
#define EGAMAPMASK(x) VGAMAPMASK(x)
#define EGAWRITEMODE(x) VGAWRITEMODE(x)
//#define VW_MemToScreen VL_MemToLatch
#define MS_Quit Quit
#define LatchDrawChar(x,y,p) VL_LatchToScreen(latchpics[0]+(p)*16,2,8,x,y)
#define LatchDrawTile(x,y,p) VL_LatchToScreen(latchpics[1]+(p)*64,4,16,x,y)
void LatchDrawPic (unsigned x, unsigned y, unsigned picnum);
void LoadLatchMem (void);
boolean FizzleFade (unsigned source, unsigned dest,
unsigned width,unsigned height, unsigned frames,boolean abortable);
#define NUMLATCHPICS 100
extern unsigned latchpics[NUMLATCHPICS];
extern unsigned freelatch;