ref: 1d408321cbcdc72826d3d0939b12410d6130c889
dir: /src/doom/r_state.h/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 2005 Simon Howard // // This program 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 2 // of the License, or (at your option) any later version. // // This program 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 this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA // 02111-1307, USA. // // DESCRIPTION: // Refresh/render internal state variables (global). // //----------------------------------------------------------------------------- #ifndef __R_STATE__ #define __R_STATE__ // Need data structure definitions. #include "d_player.h" #include "r_data.h" // // Refresh internal data structures, // for rendering. // // needed for texture pegging extern fixed_t* textureheight; // 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; extern visplane_t* floorplane; extern visplane_t* ceilingplane; #endif