//------------------------------------------------------------------------- /* Copyright (C) 1997, 2005 - 3D Realms Entertainment This file is part of Shadow Warrior version 1.2 Shadow Warrior 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. Original Source: 1997 - Frank Maddin and Jim Norwood Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- #pragma once BEGIN_SW_NS void SectorLightShade(DSWActor*, short intensity); void DiffuseLighting(DSWActor*); void DoLightingMatch(short match, short state); void InitLighting(void); void DoLighting(void); // Descriptive Light variables mapped from other variables inline int LIGHT_Match(DSWActor* sp) { return SP_TAG2(sp); } inline int LIGHT_Type(DSWActor* sp) { return SP_TAG3(sp); } inline int16_t LIGHT_MaxTics(DSWActor* sp) { return SP_TAG4((sp)); } inline int8_t LIGHT_MaxBright(DSWActor* a) { return int8_t(SP_TAG5(a)); } inline int8_t LIGHT_MaxDark(DSWActor* sp) { return int8_t(SP_TAG6(sp)); } inline uint8_t& LIGHT_ShadeInc(DSWActor* sp) { return SP_TAG7(sp); } inline bool LIGHT_Dir(DSWActor* sp) { return (!!((sp->spr.extra & SPRX_BOOL10))); } inline void LIGHT_DirChange(DSWActor* sp) { sp->spr.extra ^= SPRX_BOOL10; } int8_t& LIGHT_FloorShade(DSWActor* a) { return a->spr.xoffset; } int8_t& LIGHT_CeilingShade(DSWActor* a) { return a->spr.yoffset; } int16_t& LIGHT_Tics(DSWActor* a) { return a->spr.detail; } inline int LIGHT_DiffuseNum(DSWActor* sp) { return SP_TAG3(sp); } inline int16_t LIGHT_DiffuseMult(DSWActor* sp) { return SP_TAG4((sp)); } enum LightTypes {LIGHT_CONSTANT, LIGHT_FLICKER, LIGHT_FADE, LIGHT_FLICKER_ON, LIGHT_FADE_TO_ON_OFF}; END_SW_NS