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📄 r_local.h

📁 使用Doom引擎开发的著名游戏《毁灭巫师》的源代码。
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typedef struct{	int                             numframes;	spriteframe_t   *spriteframes;} spritedef_t;extern  spritedef_t             *sprites;extern  int                             numsprites;//=============================================================================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;extern  fixed_t         viewx, viewy, 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;//// R_main.c//extern  int                             viewwidth, viewheight, viewwindowx, viewwindowy;extern  int                             centerx, centery;extern  int                             flyheight;extern  fixed_t                 centerxfrac;extern  fixed_t                 centeryfrac;extern  fixed_t                 projection;extern  int                             validcount;extern  int                             sscount, linecount, loopcount;extern  lighttable_t    *scalelight[LIGHTLEVELS][MAXLIGHTSCALE];extern  lighttable_t    *scalelightfixed[MAXLIGHTSCALE];extern  lighttable_t    *zlight[LIGHTLEVELS][MAXLIGHTZ];extern  int                             extralight;extern  lighttable_t    *fixedcolormap;extern  fixed_t                 viewcos, viewsin;extern  int                             detailshift;            // 0 = high, 1 = lowextern  void            (*colfunc) (void);extern  void            (*basecolfunc) (void);extern  void            (*fuzzcolfunc) (void);extern  void            (*spanfunc) (void);int             R_PointOnSide (fixed_t x, fixed_t y, node_t *node);int             R_PointOnSegSide (fixed_t x, fixed_t y, seg_t *line);angle_t R_PointToAngle (fixed_t x, fixed_t y);angle_t R_PointToAngle2 (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2);fixed_t R_PointToDist (fixed_t x, fixed_t y);fixed_t R_ScaleFromGlobalAngle (angle_t visangle);subsector_t *R_PointInSubsector (fixed_t x, fixed_t y);//void R_AddPointToBox (int x, int y, fixed_t *box);//// R_bsp.c//extern  seg_t           *curline;extern  side_t  *sidedef;extern  line_t  *linedef;extern  sector_t        *frontsector, *backsector;extern  int     rw_x;extern  int     rw_stopx;extern  boolean         segtextured;extern  boolean         markfloor;              // false if the back side is the same planeextern  boolean         markceiling;extern  boolean         skymap;extern  drawseg_t       drawsegs[MAXDRAWSEGS], *ds_p;extern  lighttable_t    **hscalelight, **vscalelight, **dscalelight;typedef void (*drawfunc_t) (int start, int stop);void R_ClearClipSegs (void);void R_ClearDrawSegs (void);void R_InitSkyMap (void);void R_RenderBSPNode (int bspnum);//// R_segs.c//extern  int                     rw_angle1;              // angle to line originextern int TransTextureStart;extern int TransTextureEnd;void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2);//// R_plane.c//typedef void (*planefunction_t) (int top, int bottom);extern  planefunction_t         floorfunc, ceilingfunc;extern  int                     skyflatnum;extern  short                   openings[MAXOPENINGS], *lastopening;extern  short           floorclip[SCREENWIDTH];extern  short           ceilingclip[SCREENWIDTH];extern  fixed_t         yslope[SCREENHEIGHT];extern  fixed_t         distscale[SCREENWIDTH];void R_InitPlanes (void);void R_ClearPlanes (void);void R_MapPlane (int y, int x1, int x2);void R_MakeSpans (int x, int t1, int b1, int t2, int b2);void R_DrawPlanes (void);visplane_t *R_FindPlane (fixed_t height, int picnum, int lightlevel,	int special);visplane_t *R_CheckPlane (visplane_t *pl, int start, int stop);//// R_debug.m//extern  int     drawbsp;void RD_OpenMapWindow (void);void RD_ClearMapWindow (void);void RD_DisplayLine (int x1, int y1, int x2, int y2, float gray);void RD_DrawNodeLine (node_t *node);void RD_DrawLineCheck (seg_t *line);void RD_DrawLine (seg_t *line);void RD_DrawBBox (fixed_t *bbox);//// R_data.c//extern  fixed_t         *textureheight;         // needed for texture peggingextern  fixed_t         *spritewidth;           // needed for pre rendering (fracs)extern  fixed_t         *spriteoffset;extern  fixed_t         *spritetopoffset;extern  lighttable_t    *colormaps;extern  int             viewwidth, scaledviewwidth, viewheight;extern  int                     firstflat;extern  int                     numflats;extern  int                     *flattranslation;               // for global animationextern  int                     *texturetranslation;    // for global animationextern  int             firstspritelump, lastspritelump, numspritelumps;extern boolean LevelUseFullBright;byte    *R_GetColumn (int tex, int col);void    R_InitData (void);void R_PrecacheLevel (void);//// R_things.c//#define MAXVISSPRITES   192extern  vissprite_t     vissprites[MAXVISSPRITES], *vissprite_p;extern  vissprite_t     vsprsortedhead;// constant arrays used for psprite clipping and initializing clippingextern  short   negonearray[SCREENWIDTH];extern  short   screenheightarray[SCREENWIDTH];// vars for R_DrawMaskedColumnextern  short           *mfloorclip;extern  short           *mceilingclip;extern  fixed_t         spryscale;extern  fixed_t         sprtopscreen;extern  fixed_t         sprbotscreen;extern  fixed_t         pspritescale, pspriteiscale;void R_DrawMaskedColumn (column_t *column, signed int baseclip);void    R_SortVisSprites (void);void    R_AddSprites (sector_t *sec);void    R_AddPSprites (void);void    R_DrawSprites (void);void    R_InitSprites (char **namelist);void    R_ClearSprites (void);void    R_DrawMasked (void);void    R_ClipVisSprite (vissprite_t *vis, int xl, int xh);//=============================================================================//// R_draw.c////=============================================================================extern  lighttable_t    *dc_colormap;extern  int                             dc_x;extern  int                             dc_yl;extern  int                             dc_yh;extern  fixed_t                 dc_iscale;extern  fixed_t                 dc_texturemid;extern  byte                    *dc_source;             // first pixel in a columnvoid    R_DrawColumn (void);void    R_DrawColumnLow (void);void    R_DrawFuzzColumn (void);void    R_DrawFuzzColumnLow (void);void    R_DrawTranslatedColumn (void);void    R_DrawTranslatedFuzzColumn (void);void    R_DrawTranslatedColumnLow (void);void 	R_DrawAltFuzzColumn(void);//void 	R_DrawTranslatedAltFuzzColumn(void);extern  int                             ds_y;extern  int                             ds_x1;extern  int                             ds_x2;extern  lighttable_t    *ds_colormap;extern  fixed_t                 ds_xfrac;extern  fixed_t                 ds_yfrac;extern  fixed_t                 ds_xstep;extern  fixed_t                 ds_ystep;extern  byte                    *ds_source;             // start of a 64*64 tile imageextern  byte    *translationtables;extern  byte    *dc_translation;void    R_DrawSpan (void);void    R_DrawSpanLow (void);void    R_InitBuffer (int width, int height);void    R_InitTranslationTables (void);#endif          // __R_LOCAL__

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