1 #ifndef __LIGHT_EFFECTS 2 #define __LIGHT_EFFECTS 3 4 #include "JA2Types.h" 5 6 7 // Light effect types 8 enum 9 { 10 NO_LIGHT_EFFECT, 11 LIGHT_FLARE_MARK_1, 12 }; 13 14 15 struct LIGHTEFFECT 16 { 17 INT16 sGridNo; // gridno at which the tear gas cloud is centered 18 19 UINT8 ubDuration; // the number of turns will remain effective 20 UINT8 bRadius; // the current radius 21 INT8 bAge; // the number of turns light has been around 22 BOOLEAN fAllocated; 23 INT8 bType; 24 LIGHT_SPRITE *light; 25 UINT32 uiTimeOfLastUpdate; 26 }; 27 28 29 // Decays all light effects... 30 void DecayLightEffects( UINT32 uiTime ); 31 32 LIGHTEFFECT* NewLightEffect(INT16 sGridNo, INT8 bType); 33 34 35 void LoadLightEffectsFromLoadGameFile(HWFILE); 36 37 void SaveLightEffectsToMapTempFile(INT16 sMapX, INT16 sMapY, INT8 bMapZ); 38 void LoadLightEffectsFromMapTempFile(INT16 sMapX, INT16 sMapY, INT8 bMapZ); 39 void ResetLightEffects(void); 40 41 #endif 42