Amulets & Armor  v1.02
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Data Structures | Macros | Functions | Variables
LIGHT

Light Table for Map. More...

Data Structures

struct  T_lightTableStruct
 

Macros

#define LIGHT_DEAD_TAG   (*((T_word32 *)"DlI"))
 
#define LIGHT_TAG   (*((T_word32 *)"LiT"))
 

Functions

T_lightTable LightTableLoad (T_word32 number)
 
T_void LightTableRecalculate (T_lightTable light, T_byte8 outsideLighting)
 
T_void LightTableUnload (T_lightTable light)
 

Variables

T_byte8G_lightCalculations
 
T_byte8G_preLightCalculations
 

Detailed Description

Light Table for Map.

All maps have a lighting table that tells how the sectors affect one another as light enters leaves based on sky, torches, and doors.

See Also
http://www.amuletsandarmor.com/AALicense.txt

Macro Definition Documentation

#define LIGHT_DEAD_TAG   (*((T_word32 *)"DlI"))
#define LIGHT_TAG   (*((T_word32 *)"LiT"))

Function Documentation

T_lightTable LightTableLoad ( T_word32  number)

LightTableLoad loads in a light table and initializes a handle for future references to the light table.

NOTE: The level has to be loaded before the light table is loaded. This program needs to know the number of sectors that are on a map.

Parameters
number– Number of light table to load
Returns
Handle to light table
T_void LightTableRecalculate ( T_lightTable  light,
T_byte8  outsideLighting 
)

LightTableRecalculate does the work to recompute all the lighting values.

Parameters
light– Handle to light table to recalculate
outsideLighting– Lighting level of outside (main)
T_void LightTableUnload ( T_lightTable  light)

LightTableUnload frees up a previously allocated light table.

Parameters
light– Handle to light table to unload

Variable Documentation

T_byte8* G_lightCalculations
T_byte8* G_preLightCalculations