2015-05-19 21:54:34 +00:00
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program 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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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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2020-10-11 09:35:33 +00:00
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#pragma once
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2019-10-09 16:09:05 +00:00
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BEGIN_SW_NS
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2015-05-19 21:54:34 +00:00
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2021-11-01 13:44:27 +00:00
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void SectorLightShade(DSWActor*, short intensity);
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void DiffuseLighting(DSWActor*);
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2015-05-19 21:58:29 +00:00
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void DoLightingMatch(short match, short state);
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void InitLighting(void);
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void DoLighting(void);
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2015-05-19 21:54:34 +00:00
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// Descriptive Light variables mapped from other variables
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#define LIGHT_Match(sp) (SP_TAG2((sp)))
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#define LIGHT_Type(sp) (SP_TAG3((sp)))
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#define LIGHT_MaxTics(sp) (SP_TAG4((sp)))
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2021-05-12 00:02:26 +00:00
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inline int8_t LIGHT_MaxBright(spritetype* sp) { return int8_t(SP_TAG5(sp)); }
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inline int8_t LIGHT_MaxDark(spritetype* sp) { return int8_t(SP_TAG6(sp)); }
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2015-05-19 21:54:34 +00:00
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#define LIGHT_ShadeInc(sp) (SP_TAG7((sp)))
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#define LIGHT_Dir(sp) (!!(TEST((sp)->extra, SPRX_BOOL10)))
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#define LIGHT_DirChange(sp) (FLIP((sp)->extra, SPRX_BOOL10))
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#define LIGHT_Shade(sp) ((sp)->shade)
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#define LIGHT_FloorShade(sp) ((sp)->xoffset)
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#define LIGHT_CeilingShade(sp) ((sp)->yoffset)
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#define LIGHT_Tics(sp) ((sp)->z)
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#define LIGHT_DiffuseNum(sp) (SP_TAG3((sp)))
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#define LIGHT_DiffuseMult(sp) (SP_TAG4((sp)))
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enum LightTypes {LIGHT_CONSTANT, LIGHT_FLICKER, LIGHT_FADE, LIGHT_FLICKER_ON, LIGHT_FADE_TO_ON_OFF};
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2019-10-09 16:09:05 +00:00
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END_SW_NS
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