#ifndef __LIGHT_EFFECTS #define __LIGHT_EFFECTS #include "JA2Types.h" // Light effect types enum { NO_LIGHT_EFFECT, LIGHT_FLARE_MARK_1, }; struct LIGHTEFFECT { INT16 sGridNo; // gridno at which the tear gas cloud is centered UINT8 ubDuration; // the number of turns will remain effective UINT8 bRadius; // the current radius INT8 bAge; // the number of turns light has been around BOOLEAN fAllocated; INT8 bType; LIGHT_SPRITE *light; UINT32 uiTimeOfLastUpdate; }; // Decays all light effects... void DecayLightEffects( UINT32 uiTime ); LIGHTEFFECT* NewLightEffect(INT16 sGridNo, INT8 bType); void LoadLightEffectsFromLoadGameFile(HWFILE); void SaveLightEffectsToMapTempFile(INT16 sMapX, INT16 sMapY, INT8 bMapZ); void LoadLightEffectsFromMapTempFile(INT16 sMapX, INT16 sMapY, INT8 bMapZ); void ResetLightEffects(void); #endif