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680a87085a
We should not hijack a coordinate for this due to access rights for scripting and potential value ranme issues. Since this value is never loaded from a map this is safe.
56 lines
2.3 KiB
C
56 lines
2.3 KiB
C
//-------------------------------------------------------------------------
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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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#pragma once
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BEGIN_SW_NS
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void SectorLightShade(DSWActor*, short intensity);
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void DiffuseLighting(DSWActor*);
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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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// Descriptive Light variables mapped from other variables
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inline int LIGHT_Match(DSWActor* sp) { return SP_TAG2(sp); }
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inline int LIGHT_Type(DSWActor* sp) { return SP_TAG3(sp); }
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inline int16_t LIGHT_MaxTics(DSWActor* sp) { return SP_TAG4((sp)); }
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inline int8_t LIGHT_MaxBright(DSWActor* a) { return int8_t(SP_TAG5(a)); }
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inline int8_t LIGHT_MaxDark(DSWActor* sp) { return int8_t(SP_TAG6(sp)); }
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inline uint8_t& LIGHT_ShadeInc(DSWActor* sp) { return SP_TAG7(sp); }
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inline bool LIGHT_Dir(DSWActor* sp) { return (!!((sp->spr.extra & SPRX_BOOL10))); }
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inline void LIGHT_DirChange(DSWActor* sp) { sp->spr.extra ^= SPRX_BOOL10; }
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int8_t& LIGHT_FloorShade(DSWActor* a) { return a->spr.xoffset; }
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int8_t& LIGHT_CeilingShade(DSWActor* a) { return a->spr.yoffset; }
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int16_t& LIGHT_Tics(DSWActor* a) { return a->spr.detail; }
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inline int LIGHT_DiffuseNum(DSWActor* sp) { return SP_TAG3(sp); }
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inline int16_t LIGHT_DiffuseMult(DSWActor* sp) { return 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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END_SW_NS
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