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  1. #if defined(USE_CLOUDSKY) && !defined(_WL_CLOUDSKY_H_)
  2. #define _WL_CLOUDSKY_H_
  3.  
  4. typedef struct
  5. {
  6.     int length;
  7.     int startAndDir;
  8. } colormapentry_t;
  9.  
  10. typedef struct
  11. {
  12.     int numColors;
  13.     colormapentry_t *entries;
  14. } colormap_t;
  15.  
  16. typedef struct
  17. {
  18.     // The seed defines the look of the sky and every value (0-4294967295)
  19.     // describes an unique sky. You can play around with these inside the game
  20.     // when pressing <TAB>+Z in debug mode. There you'll be able to change the
  21.     // active seed to find out a value, which is suitable for your needs.
  22.     uint32_t seed;
  23.  
  24.     // The speed defines how fast the clouds will move (0-65535)
  25.     uint32_t speed;
  26.  
  27.     // The angle defines the move direction (0-359)
  28.     uint32_t angle;
  29.  
  30.     // An index selecting the color map to be used for this sky definition.
  31.     // This value can also be chosen with <TAB>+Z
  32.     uint32_t colorMapIndex;
  33. } cloudsky_t;
  34.  
  35. extern cloudsky_t *curSky;
  36. extern colormap_t colorMaps[];
  37. extern const int numColorMaps;
  38.  
  39. void InitSky();
  40. void DrawClouds(byte *vbuf, unsigned vbufPitch, int min_wallheight);
  41.  
  42. #ifndef USE_FEATUREFLAGS
  43. int GetCloudSkyDefID();
  44. #endif
  45.  
  46. #endif
  47.