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Rev | Author | Line No. | Line |
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8557 | maxcodehac | 1 | #if defined(USE_CLOUDSKY) && !defined(_WL_CLOUDSKY_H_) |
2 | #define _WL_CLOUDSKY_H_ |
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3 | |||
4 | typedef struct |
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5 | { |
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6 | int length; |
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7 | int startAndDir; |
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8 | } colormapentry_t; |
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9 | |||
10 | typedef struct |
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11 | { |
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12 | int numColors; |
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13 | colormapentry_t *entries; |
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14 | } colormap_t; |
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15 | |||
16 | typedef struct |
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17 | { |
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18 | // The seed defines the look of the sky and every value (0-4294967295) |
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19 | // describes an unique sky. You can play around with these inside the game |
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20 | // when pressing |
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21 | // active seed to find out a value, which is suitable for your needs. |
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22 | uint32_t seed; |
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23 | |||
24 | // The speed defines how fast the clouds will move (0-65535) |
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25 | uint32_t speed; |
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26 | |||
27 | // The angle defines the move direction (0-359) |
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28 | uint32_t angle; |
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29 | |||
30 | // An index selecting the color map to be used for this sky definition. |
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31 | // This value can also be chosen with |
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32 | uint32_t colorMapIndex; |
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33 | } cloudsky_t; |
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34 | |||
35 | extern cloudsky_t *curSky; |
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36 | extern colormap_t colorMaps[]; |
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37 | extern const int numColorMaps; |
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38 | |||
39 | void InitSky(); |
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40 | void DrawClouds(byte *vbuf, unsigned vbufPitch, int min_wallheight); |
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41 | |||
42 | #ifndef USE_FEATUREFLAGS |
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43 | int GetCloudSkyDefID(); |
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44 | #endif |
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45 | |||
46 | #endif |