forked from KolibriOS/kolibrios
abebbdd698
git-svn-id: svn://kolibrios.org@8557 a494cfbc-eb01-0410-851d-a64ba20cac60
47 lines
1.1 KiB
C
Executable File
47 lines
1.1 KiB
C
Executable File
#if defined(USE_CLOUDSKY) && !defined(_WL_CLOUDSKY_H_)
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#define _WL_CLOUDSKY_H_
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typedef struct
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{
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int length;
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int startAndDir;
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} colormapentry_t;
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typedef struct
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{
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int numColors;
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colormapentry_t *entries;
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} colormap_t;
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typedef struct
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{
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// The seed defines the look of the sky and every value (0-4294967295)
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// describes an unique sky. You can play around with these inside the game
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// when pressing <TAB>+Z in debug mode. There you'll be able to change the
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// active seed to find out a value, which is suitable for your needs.
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uint32_t seed;
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// The speed defines how fast the clouds will move (0-65535)
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uint32_t speed;
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// The angle defines the move direction (0-359)
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uint32_t angle;
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// An index selecting the color map to be used for this sky definition.
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// This value can also be chosen with <TAB>+Z
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uint32_t colorMapIndex;
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} cloudsky_t;
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extern cloudsky_t *curSky;
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extern colormap_t colorMaps[];
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extern const int numColorMaps;
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void InitSky();
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void DrawClouds(byte *vbuf, unsigned vbufPitch, int min_wallheight);
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#ifndef USE_FEATUREFLAGS
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int GetCloudSkyDefID();
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#endif
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#endif
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