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** Big Maps Projects code (incl. Multiplayer v1.5 ** ********************************************************** - Merged Big Maps Project code from BMP+MP trunk (Revision: 3340) o Complete SVN Revision history: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP - Before THIS merge, I made a branch of the existing 1.13 source o SVN Branch: https://81.169.133.124/source/ja2/branches/JA2_rev.3336/src - Removed old VS 6.0 and VS 2003 project and solutions files, because compilation is broken long time ago - I will add VS 2010 projects and solution file in the next few days git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3341 3b4a5df2-a311-0410-b5c6-a8a6f20db521
51 lines
1.2 KiB
C
51 lines
1.2 KiB
C
#ifndef __LIGHT_EFFECTS
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#define __LIGHT_EFFECTS
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/*
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// Light effect types
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enum
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{
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NO_LIGHT_EFFECT,
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LIGHT_FLARE_MARK_1,
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};
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*/
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typedef struct
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{
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INT32 sGridNo; // gridno at which the tear gas cloud is centered
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UINT8 ubDuration; // the number of turns will remain effective
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UINT8 bRadius; // the current radius
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UINT8 bAge; // the number of turns light has been around
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BOOLEAN fAllocated;
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INT8 bType;
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INT32 iLight;
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UINT32 uiTimeOfLastUpdate;
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} LIGHTEFFECT;
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// Decays all light effects...
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void DecayLightEffects( UINT32 uiTime );
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// Add light to gridno
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// ( Replacement algorithm uses distance away )
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void AddLightEffectToTile( INT8 bType, INT32 sGridNo );
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void RemoveLightEffectFromTile( INT32 sGridNo );
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INT32 NewLightEffect( INT32 sGridNo, UINT8 ubDuration, UINT8 ubStartRadius );
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BOOLEAN SaveLightEffectsToSaveGameFile( HWFILE hFile );
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BOOLEAN LoadLightEffectsFromLoadGameFile( HWFILE hFile );
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BOOLEAN SaveLightEffectsToMapTempFile( INT16 sMapX, INT16 sMapY, INT8 bMapZ );
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BOOLEAN LoadLightEffectsFromMapTempFile( INT16 sMapX, INT16 sMapY, INT8 bMapZ );
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void ResetLightEffects();
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BOOLEAN IsLightEffectAtTile( INT32 sGridNo );
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#endif |