/* This file is part of Warzone 2100. Copyright (C) 1999-2004 Eidos Interactive Copyright (C) 2005-2007 Warzone Resurrection Project Warzone 2100 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. Warzone 2100 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 Warzone 2100; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ /* Lighting.h - Alex */ #include "lib/ivis_common/pietypes.h" #define FOG_FLAGS 7 #define FOG_BACKGROUND 1 #define FOG_DISTANCE 2 #define FOG_GROUND 4 #define FOG_ENABLED 8 extern UDWORD fogStatus; extern Vector3f theSun; typedef enum _lightcols { LIGHT_RED, LIGHT_GREEN, LIGHT_BLUE, LIGHT_YELLOW, LIGHT_WHITE }LIGHT_COLOUR; typedef struct _light { Vector3i position; UBYTE type; UDWORD range; LIGHT_COLOUR colour; } LIGHT; extern void processLight(LIGHT *psLight); //extern void initLighting( void ); extern void initLighting(UDWORD x1, UDWORD y1, UDWORD x2, UDWORD y2); extern void lightValueForTile(UDWORD tileX, UDWORD tileY); extern void calcTileIllum(UDWORD tileX, UDWORD tileY); extern void doBuildingLights( void ); extern void UpdateFogDistance(float distance); extern void calcDroidIllumination(DROID *psDroid); //darkens down the tiles that are outside the scroll limits extern void setScrollLimitLighting(void); extern void findSunVector(void);