mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-13 16:07:55 +00:00
ca43ea7345
- Changed savegame versioning so that the written version is never lower than the minmum one reported as compatible. - Added mirrored movement modes for linked sectors. - Added Eternity-style initialization for linked sectors as a new subtype of Static_Init. - Added linked sectors. The control sector determines how they move but if any one of the linked sectors is blocked, movement for all linked sectors will be affected. This will allow lifts consisting out of more than one sector without the risk of breaking them if only one of the sectors is blocked. - Fixed: A_Mushroom created an actor on the stack. SVN r825 (trunk)
124 lines
2.9 KiB
C++
124 lines
2.9 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source 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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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// DESCRIPTION:
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// Refresh/render internal state variables (global).
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//
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//-----------------------------------------------------------------------------
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#ifndef __R_STATE_H__
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#define __R_STATE_H__
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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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//
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// Refresh internal data structures,
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// for rendering.
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//
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extern "C" int viewwidth;
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extern "C" int realviewwidth;
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extern "C" int viewheight;
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extern "C" int realviewheight;
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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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extern size_t numskins; // [RH]
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extern FPlayerSkin * skins; // [RH]
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extern BYTE OtherGameSkinRemap[256];
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extern PalEntry OtherGameSkinPalette[256];
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//
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// Lookup tables for map data.
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//
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extern TArray<spritedef_t> sprites;
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extern DWORD NumStdSprites;
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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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extern int numzones;
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extern zone_t* zones;
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extern FExtraLight* ExtraLights;
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extern FLightStack* LightStacks;
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inline FArchive &operator<< (FArchive &arc, sector_t *&sec)
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{
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return arc.SerializePointer (sectors, (BYTE **)&sec, sizeof(*sectors));
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}
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inline FArchive &operator<< (FArchive &arc, line_t *&line)
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{
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return arc.SerializePointer (lines, (BYTE **)&line, sizeof(*lines));
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}
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inline FArchive &operator<< (FArchive &arc, vertex_t *&vert)
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{
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return arc.SerializePointer (vertexes, (BYTE **)&vert, sizeof(*vertexes));
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}
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inline FArchive &operator<< (FArchive &arc, side_t *&side)
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{
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return arc.SerializePointer (sides, (BYTE **)&side, sizeof(*sides));
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}
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inline FArchive &operator<< (FArchive &arc, FLinkedSector &link)
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{
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arc << link.Sector << link.Type;
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return arc;
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}
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//
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// POV data.
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//
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extern fixed_t viewz;
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extern angle_t viewangle;
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extern AActor* camera; // [RH] camera instead of viewplayer
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extern sector_t* viewsector; // [RH] keep track of sector viewing from
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extern angle_t xtoviewangle[MAXWIDTH+1];
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extern int FieldOfView;
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#endif // __R_STATE_H__
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