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a7488939af
Map Options Form: example map name now uses current game's naming scheme.
113 lines
2.6 KiB
C++
113 lines
2.6 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// Copyright(C) 1993-1996 Id Software, Inc.
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// Copyright(C) 2005 Simon Howard
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 2
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// of the License, or (at your option) any later version.
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//
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// This program 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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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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// 02111-1307, USA.
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//
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// DESCRIPTION:
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// System specific interface stuff.
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//
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//-----------------------------------------------------------------------------
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#ifndef __R_MAIN__
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#define __R_MAIN__
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//
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// POV related.
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//
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extern fixed_t viewcos;
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extern fixed_t viewsin;
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extern int viewwidth;
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extern int viewheight;
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extern int viewwindowx;
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extern int viewwindowy;
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extern int centerx;
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extern int centery;
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extern fixed_t centerxfrac;
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extern fixed_t centeryfrac;
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extern fixed_t projection;
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extern int validcount;
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extern int linecount;
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extern int loopcount;
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//
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// Lighting LUT.
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// Used for z-depth cuing per column/row,
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// and other lighting effects (sector ambient, flash).
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//
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// Lighting constants.
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// Now why not 32 levels here?
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#define LIGHTLEVELS 16
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#define LIGHTSEGSHIFT 4
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#define MAXLIGHTSCALE 48
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#define LIGHTSCALESHIFT 12
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#define MAXLIGHTZ 128
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#define LIGHTZSHIFT 20
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// Number of diminishing brightness levels.
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// There a 0-31, i.e. 32 LUT in the COLORMAP lump.
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#define NUMCOLORMAPS 32
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//
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// Utility functions.
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int R_PointOnSide ( fixed_t x, fixed_t y, node_t* node );
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int R_PointOnSegSide ( fixed_t x, fixed_t y, seg_t* line );
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angle_t R_PointToAngle ( fixed_t x, fixed_t y );
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angle_t R_PointToAngle2 ( fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2 );
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fixed_t R_PointToDist ( fixed_t x, fixed_t y );
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fixed_t R_ScaleFromGlobalAngle (angle_t visangle);
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subsector_t* R_PointInSubsector ( fixed_t x, fixed_t y );
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void R_AddPointToBox ( int x, int y, fixed_t* box );
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// R_THINGS
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extern short screenheightarray[SCREENWIDTH];
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extern short negonearray[SCREENWIDTH];
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//
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// REFRESH - the actual rendering functions.
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//
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void R_Init (void);
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void R_RenderView (fixed_t x, fixed_t y, fixed_t z, angle_t angle);
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#endif
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