doom3-bfg/doomclassic/doom/r_state.h

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2012-11-26 18:58:24 +00:00
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __R_STATE__
#define __R_STATE__
// Need data structure definitions.
#include "d_player.h"
#include "r_data.h"
#ifdef __GNUG__
#pragma interface
#endif
//
// Refresh internal data structures,
// for rendering.
//
// needed for texture pegging
// needed for pre rendering (fracs)
extern fixed_t* spritewidth;
extern fixed_t* spriteoffset;
extern fixed_t* spritetopoffset;
extern lighttable_t* colormaps;
extern int viewwidth;
extern int scaledviewwidth;
extern int viewheight;
extern int firstflat;
// for global animation
extern int* flattranslation;
extern int* texturetranslation;
// Sprite....
extern int firstspritelump;
extern int lastspritelump;
extern int numspritelumps;
//
// Lookup tables for map data.
//
extern int numsprites;
extern spritedef_t* sprites;
extern int numvertexes;
extern vertex_t* vertexes;
extern int numsegs;
extern seg_t* segs;
extern int numsectors;
extern sector_t* sectors;
extern int numsubsectors;
extern subsector_t* subsectors;
extern int numnodes;
extern node_t* nodes;
extern int numlines;
extern line_t* lines;
extern int numsides;
extern side_t* sides;
//
// POV data.
//
extern fixed_t viewx;
extern fixed_t viewy;
extern fixed_t viewz;
extern angle_t viewangle;
extern player_t* viewplayer;
// ?
extern angle_t clipangle;
extern int viewangletox[FINEANGLES/2];
extern angle_t xtoviewangle[SCREENWIDTH+1];
//extern fixed_t finetangent[FINEANGLES/2];
extern fixed_t rw_distance;
extern angle_t rw_normalangle;
// angle to line origin
extern int rw_angle1;
// Segs count?
extern int sscount;
#endif