sm64pc/src/game/shadow.h

55 lines
1.3 KiB
C

#ifndef _SHADOW_H
#define _SHADOW_H
#include <ultra64.h>
#include "types.h"
/**
* Shadow types. Shadows are circles, squares, or hardcoded rectangles, and
* can be composed of either 4 or 9 vertices.
*/
enum ShadowType
{
SHADOW_CIRCLE_9_VERTS = 0,
SHADOW_CIRCLE_4_VERTS = 1,
SHADOW_CIRCLE_4_VERTS_FLAT_UNUSED = 2,
SHADOW_SQUARE_PERMANENT = 10,
SHADOW_SQUARE_SCALABLE = 11,
SHADOW_SQUARE_TOGGLABLE = 12,
/**
* This defines an offset after which rectangular shadows with custom
* widths and heights can be defined.
*/
SHADOW_RECTANGLE_HARDCODED_OFFSET = 50,
SHADOW_CIRCLE_PLAYER = 99
};
/**
* Flag for if Mario is on a flying carpet.
*/
extern s8 sMarioOnFlyingCarpet;
/**
* The surface type below the current shadow.
*/
extern s16 sSurfaceTypeBelowShadow;
/**
* Flag for if the current shadow is above water or lava.
*/
extern s8 gShadowAboveWaterOrLava;
/**
* Flag for if Mario is on ice or a flying carpet.
*/
extern s8 gMarioOnIceOrCarpet;
/**
* Given the (x, y, z) location of an object, create a shadow below that object
* with the given initial solidity and "shadowType" (described above).
*/
extern Gfx *create_shadow_below_xyz(
f32 xPos, f32 yPos, f32 zPos, s16 shadowScale, u8 shadowSolidity, s8 shadowType);
#endif /* _SHADOW_H */