/* This file is part of Warzone 2100. Copyright (C) 1999-2004 Eidos Interactive Copyright (C) 2005-2007 Warzone Resurrection Project Warzone 2100 is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Warzone 2100 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Warzone 2100; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ /* bucket3D.h */ #ifndef _bucket3d_h #define _bucket3d_h #define BUCKET typedef enum _render_type { RENDER_DROID, RENDER_STRUCTURE, RENDER_FEATURE, RENDER_PROXMSG, RENDER_PROJECTILE, RENDER_PROJECTILE_TRANSPARENT, RENDER_SHADOW, RENDER_ANIMATION, RENDER_EXPLOSION, RENDER_EFFECT, RENDER_GRAVITON, RENDER_SMOKE, RENDER_TILE, RENDER_WATERTILE, RENDER_MIST, RENDER_DELIVPOINT, RENDER_PARTICLE } RENDER_TYPE; typedef struct _tile_bucket { UDWORD i; UDWORD j; SDWORD depth; } TILE_BUCKET; //function prototypes /* reset object list */ extern BOOL bucketSetupList(void); /* add an object to the current render list */ extern BOOL bucketAddTypeToList(RENDER_TYPE objectType, void* object); /* render Objects in list */ extern BOOL bucketRenderCurrentList(void); extern SDWORD worldMax,worldMin; #endif