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Diffstat (limited to 'apps/plugins/sdl/progs/wolf3d/wl_cloudsky.h')
-rw-r--r--apps/plugins/sdl/progs/wolf3d/wl_cloudsky.h46
1 files changed, 46 insertions, 0 deletions
diff --git a/apps/plugins/sdl/progs/wolf3d/wl_cloudsky.h b/apps/plugins/sdl/progs/wolf3d/wl_cloudsky.h
new file mode 100644
index 0000000000..ad0316d643
--- /dev/null
+++ b/apps/plugins/sdl/progs/wolf3d/wl_cloudsky.h
@@ -0,0 +1,46 @@
1#if defined(USE_CLOUDSKY) && !defined(_WL_CLOUDSKY_H_)
2#define _WL_CLOUDSKY_H_
3
4typedef struct
5{
6 int length;
7 int startAndDir;
8} colormapentry_t;
9
10typedef struct
11{
12 int numColors;
13 colormapentry_t *entries;
14} colormap_t;
15
16typedef 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
35extern cloudsky_t *curSky;
36extern colormap_t colorMaps[];
37extern const int numColorMaps;
38
39void InitSky();
40void DrawClouds(byte *vbuf, unsigned vbufPitch, int min_wallheight);
41
42#ifndef USE_FEATUREFLAGS
43int GetCloudSkyDefID();
44#endif
45
46#endif