Source code of Windows XP (NT5)
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#ifndef __MAZE_STD_H__
#define __MAZE_STD_H__
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include "fixed.h"
#include "genmaze.h"
#include "sscommon.h"
#ifdef __cplusplus
extern "C" { #endif
typedef struct _IntPt2 { int x, y; } IntPt2;
#define DIR_RIGHT 0
#define DIR_UP 1
#define DIR_LEFT 2
#define DIR_DOWN 3
#define DIR_COUNT 4
typedef struct { TEXTURE *pTex; // ptr to texture
IPOINT2D texRep; // texture repetition in s and t directions
BOOL bPalRot; // whether should rotate texture palette
int iPalRot; // current palette rotation start point
BOOL bTransp; // transparency on/off for RGBA textures
} TEX_ENV;
typedef struct _MazeView { FxPt2 pos; FaAngle ang; } MazeView;
#define RENDER_NONE 0
#define RENDER_FLAT 1
#define RENDER_SMOOTH 2
#define RENDER_TEXTURED 3
#define RENDER_COUNT 4
// surfaces
enum { WALLS = 0, FLOOR, CEILING, NUM_SURFACES };
// default surface textures
enum { BRICK_TEXTURE = 0, WOOD_TEXTURE, CASTLE_TEXTURE, CURL4_TEXTURE, BHOLE4_TEXTURE, SNOWFLAK_TEXTURE, SWIRLX4_TEXTURE, NUM_DEF_SURFACE_TEXTURES };
// textured objects
enum { START = 0, END, RAT, AD, COVER, NUM_OBJECT_TEXTURES };
enum { IMAGEQUAL_DEFAULT = 0, IMAGEQUAL_HIGH, IMAGEQUAL_COUNT };
typedef struct _MazeOptions { BOOL depth_test; int render[NUM_SURFACES]; BOOL frame_count; BOOL top_view; BOOL eye_view; BOOL single_step; BOOL all_alpha; BOOL bDither; int nrats; } MazeOptions;
extern MazeOptions maze_options;
#ifdef __cplusplus
} #endif
#endif // __MAZE_STD_H__
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