131 lines
3.0 KiB
C
131 lines
3.0 KiB
C
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// 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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// 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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#include "d_player.h"
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#include "r_data.h"
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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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extern lighttable_t* scalelight[LIGHTLEVELS][MAXLIGHTSCALE];
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extern lighttable_t* scalelightfixed[MAXLIGHTSCALE];
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extern lighttable_t* zlight[LIGHTLEVELS][MAXLIGHTZ];
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extern int extralight;
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extern lighttable_t* fixedcolormap;
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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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// Blocky/low detail mode.
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//B remove this?
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// 0 = high, 1 = low
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extern int detailshift;
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//
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// Function pointers to switch refresh/drawing functions.
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// Used to select shadow mode etc.
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//
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extern void (*colfunc) (void);
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extern void (*basecolfunc) (void);
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extern void (*fuzzcolfunc) (void);
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// No shadow effects on floors.
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extern void (*spanfunc) (void);
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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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//
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// REFRESH - the actual rendering functions.
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//
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// Called by G_Drawer.
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void R_RenderPlayerView(player_t* player);
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// Called by startup code.
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void R_Init(void);
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// Called by M_Responder.
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void R_SetViewSize(int blocks, int detail);
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#endif
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//-----------------------------------------------------------------------------
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//
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// $Log:$
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//
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//-----------------------------------------------------------------------------
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