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