/* Emacs style mode select   -*- C++ -*- 
 *-----------------------------------------------------------------------------
 *
 * $Id: r_state.h,v 1.3 2000/09/16 20:20:43 proff_fs Exp $
 *
 *  PrBoom a Doom port merged with LxDoom and LSDLDoom
 *  based on BOOM, a modified and improved DOOM engine
 *  Copyright (C) 1999 by
 *  id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
 *  Copyright (C) 1999-2000 by
 *  Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
 *  
 *  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"

#ifdef __GNUG__
#pragma interface
#endif


//
// 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;          // killough 3/20/98, 4/4/98
extern lighttable_t *fullcolormap;        // killough 3/20/98

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[MAX_SCREENWIDTH+1];  // killough 2/8/98
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
