//------------------------------------------------------------------------- /* 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 #define LIGHT_Match(sp) (SP_TAG2((sp))) #define LIGHT_Type(sp) (SP_TAG3((sp))) #define LIGHT_MaxTics(sp) (SP_TAG4((sp))) inline int8_t LIGHT_MaxBright(spritetype* sp) { return int8_t(SP_TAG5(sp)); } inline int8_t LIGHT_MaxDark(spritetype* sp) { return int8_t(SP_TAG6(sp)); } #define LIGHT_ShadeInc(sp) (SP_TAG7((sp))) #define LIGHT_Dir(sp) (!!(TEST((sp)->extra, SPRX_BOOL10))) #define LIGHT_DirChange(sp) (FLIP((sp)->extra, SPRX_BOOL10)) #define LIGHT_Shade(sp) ((sp)->shade) #define LIGHT_FloorShade(sp) ((sp)->xoffset) #define LIGHT_CeilingShade(sp) ((sp)->yoffset) #define LIGHT_Tics(sp) ((sp)->pos.Z) #define LIGHT_DiffuseNum(sp) (SP_TAG3((sp))) #define LIGHT_DiffuseMult(sp) (SP_TAG4((sp))) enum LightTypes {LIGHT_CONSTANT, LIGHT_FLICKER, LIGHT_FADE, LIGHT_FLICKER_ON, LIGHT_FADE_TO_ON_OFF}; END_SW_NS