rockbox/apps/plugins/sdl/progs/wolf3d/id_vh.h
Franklin Wei 3f59fc8b77 Wolfenstein 3-D!
This is a port of Wolf4SDL, which is derived from the original id
software source release. The port runs on top of the SDL plugin
runtime and is loaded as an overlay.

Licensing of the game code is not an issue, as discussed below
(essentially, the Debian project treats Wolf4SDL as GPLv2, with an
email from John Carmack backing it up):

  http://forums.rockbox.org/index.php?topic=52872

Included is a copy of MAME's Yamaha OPL sound chip emulator
(fmopl_gpl.c).  This file was not part of the original Wolf4SDL source
(which includes a non-GPL'd version), but was rather rebased from from
a later MAME source which had been relicensed to GPLv2.

Change-Id: I64c2ba035e0be7e2f49252f40640641416613439
2019-07-09 11:20:55 -04:00

99 lines
2.8 KiB
C

// 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
{
int16_t width,height;
} pictabletype;
typedef struct
{
int16_t height;
int16_t location[256];
int8_t width[256];
} fontstruct;
//===========================================================================
extern pictabletype *pictable;
extern pictabletype *picmtable;
extern byte fontcolor,backcolor;
extern int fontnumber;
extern int px,py;
#define SETFONTCOLOR(f,b) fontcolor=f;backcolor=b;
//
// mode independant routines
// coordinates in pixels, rounded to best screen res
// regions marked in double buffer
//
void VWB_DrawPropString (const char *string);
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_DrawPicScaledCoord (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);
#define VWB_BarScaledCoord VL_BarScaledCoord
void VWB_Plot (int x, int y, int color);
#define VWB_PlotScaledCoord VW_Plot
void VWB_Hlin (int x1, int x2, int y, int color);
void VWB_Vlin (int y1, int y2, int x, int color);
#define VWB_HlinScaledCoord VW_Hlin
#define VWB_VlinScaledCoord VW_Vlin
void VH_UpdateScreen();
#define VW_UpdateScreen VH_UpdateScreen
//
// wolfenstein EGA compatability stuff
//
#define VW_Shutdown VL_Shutdown
#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_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
void VW_MeasurePropString (const char *string, word *width, word *height);
#define LatchDrawChar(x,y,p) VL_LatchToScreen(latchpics[0],((p)&7)*8,((p)>>3)*8*64,8,8,x,y)
#define LatchDrawTile(x,y,p) VL_LatchToScreen(latchpics[1],(p)*64,0,16,16,x,y)
void LatchDrawPic (unsigned x, unsigned y, unsigned picnum);
void LatchDrawPicScaledCoord (unsigned scx, unsigned scy, unsigned picnum);
void LoadLatchMem (void);
void VH_Startup();
boolean FizzleFade (SDL_Surface *source, int x1, int y1,
unsigned width, unsigned height, unsigned frames, boolean abortable);
#define NUMLATCHPICS 100
extern SDL_Surface *latchpics[NUMLATCHPICS];