#ifndef _SPARK_H_
 
#define _SPARK_H_
 
 
 
#include "brender/br_types.h"
 
#include "dr_types.h"
 
 
 
extern int gNext_spark;
 
extern int gSpark_flags;
 
extern int gNext_shrapnel;
 
extern int gShrapnel_flags;
 
extern br_model* gShrapnel_model[2];
 
extern int gSmoke_flags;
 
extern int gSmoke_num;
 
extern int gOffset;
 
extern int gColumn_flags;
 
extern int gNext_column;
 
extern br_pixelmap* gBlack_smoke_shade_table;
 
extern br_pixelmap* gDark_smoke_shade_table;
 
extern br_pixelmap* gGrey_smoke_shade_table;
 
extern int gSmoke_on;
 
extern int gNum_splash_types;
 
extern int gIt_type;
 
extern br_pixelmap* gIt_shade_table;
 
extern br_pixelmap** gDust_table;
 
extern br_pixelmap* gFlame_map[20];
 
extern tBRender_smoke* gBR_smoke_pointers[30];
 
extern tSplash gSplash[32];
 
extern br_material* gSplash_material[20];
 
extern tBRender_smoke gBR_smoke_structs[30];
 
extern tSmoke_column gSmoke_column[25];
 
extern br_matrix4 gCameraToScreen;
 
extern tSpark gSparks[32];
 
extern br_pixelmap* gShade_list[16];
 
extern int gN_BR_smoke_structs;
 
extern tSmoke gSmoke[25];
 
extern tU32 gSplash_flags;
 
extern tU32 gNext_splash;
 
extern br_model* gLollipop_model;
 
extern int gNum_dust_tables;
 
extern br_model* gSplash_model;
 
extern int gDust_rotate;
 
extern br_camera* gSpark_cam;
 
extern br_material* gBlack_material;
 
extern tShrapnel gShrapnel[15];
 
 
 
void DrawDot(br_scalar z, tU8* scr_ptr, tU16* depth_ptr, tU8* shade_ptr);
 
 
 
void SetWorldToScreen(br_pixelmap* pScreen);
 
 
 
void DrawLine3DThroughBRender(br_vector3* pStart, br_vector3* pEnd);
 
 
 
int DrawLine3D(br_vector3* start, br_vector3* end, br_pixelmap* pScreen, br_pixelmap* pDepth_buffer, br_pixelmap* shade_table);
 
 
 
int DrawLine2D(br_vector3* o, br_vector3* p, br_pixelmap* pScreen, br_pixelmap* pDepth_buffer, br_scalar brightness, br_pixelmap* shade_table);
 
 
 
void SetLineModelCols(tU8 pCol);
 
 
 
void ReplaySparks(br_pixelmap* pRender_screen, br_pixelmap* pDepth_buffer, br_actor* pCamera, tU32 pTime);
 
 
 
void RenderSparks(br_pixelmap* pRender_screen, br_pixelmap* pDepth_buffer, br_actor* pCamera, br_matrix34* pCamera_to_world, tU32 pTime);
 
 
 
void CreateSingleSpark(tCar_spec* pCar, br_vector3* pPos, br_vector3* pVel);
 
 
 
void CreateSparks(br_vector3* pos, br_vector3* v, br_vector3* pForce, br_scalar sparkiness, tCar_spec* pCar);
 
 
 
void CreateSparkShower(br_vector3* pos, br_vector3* v, br_vector3* pForce, tCar_spec* pCar1, tCar_spec* pCar2);
 
 
 
void AdjustSpark(int pSpark_num, br_vector3* pos, br_vector3* length);
 
 
 
void AdjustShrapnel(int pShrapnel_num, br_vector3* pos, tU16 pAge, br_material* pMaterial);
 
 
 
void ResetSparks(void);
 
 
 
void ResetShrapnel(void);
 
 
 
void CreateShrapnelShower(br_vector3* pos, br_vector3* v, br_vector3* pNormal, br_scalar pForce, tCar_spec* c1, tCar_spec* c2);
 
 
 
void InitShrapnel(void);
 
 
 
void LoadInShrapnel(void);
 
 
 
void KillShrapnel(int i);
 
 
 
void DisposeShrapnel(void);
 
 
 
void ReplayShrapnel(tU32 pTime);
 
 
 
void MungeShrapnel(tU32 pTime);
 
 
 
void DrMatrix34Rotate(br_matrix34* mat, br_angle r, br_vector3* a);
 
 
 
void SmokeLine(int l, int x, br_scalar zbuff, int r_squared, tU8* scr_ptr, tU16* depth_ptr, tU8* shade_ptr, br_scalar r_multiplier, br_scalar z_multiplier, br_scalar shade_offset);
 
 
 
void SmokeCircle(br_vector3* o, br_scalar r, br_scalar extra_z, br_scalar strength, br_scalar pAspect, br_pixelmap* pRender_screen, br_pixelmap* pDepth_buffer, br_pixelmap* pShade_table);
 
 
 
int CmpSmokeZ(void* p1, void* p2);
 
 
 
void RenderRecordedSmokeCircles(void);
 
 
 
void RecordSmokeCircle(br_vector3* pCent, br_scalar pR, br_scalar pStrength, br_pixelmap* pShade, br_scalar pAspect);
 
 
 
void SmokeCircle3D(br_vector3* o, br_scalar r, br_scalar strength, br_scalar pAspect, br_pixelmap* pRender_screen, br_pixelmap* pDepth_buffer, br_pixelmap* pShade_table, br_actor* pCam);
 
 
 
void ReplaySmoke(br_pixelmap* pRender_screen, br_pixelmap* pDepth_buffer, br_actor* pCamera);
 
 
 
void GenerateContinuousSmoke(tCar_spec* pCar, int wheel, tU32 pTime);
 
 
 
void DustRotate(void);
 
 
 
void RenderSmoke(br_pixelmap* pRender_screen, br_pixelmap* pDepth_buffer, br_actor* pCamera, br_matrix34* pCamera_to_world, tU32 pTime);
 
 
 
void CreatePuffOfSmoke(br_vector3* pos, br_vector3* v, br_scalar strength, br_scalar pDecay_factor, int pType, tCar_spec* pC);
 
 
 
void ResetSmoke(void);
 
 
 
void AdjustSmoke(int pIndex, tU8 pType, br_vector3* pPos, br_scalar pRadius, br_scalar pStrength);
 
 
 
void ActorError(void);
 
 
 
void AdjustSmokeColumn(int pIndex, tCar_spec* pCar, int pVertex, int pColour);
 
 
 
void CreateSmokeColumn(tCar_spec* pCar, int pColour, int pVertex_index, tU32 pLifetime);
 
 
 
void GenerateSmokeShades(void);
 
 
 
void GenerateItFoxShadeTable(void);
 
 
 
void AdjustFlame(int pIndex, int pFrame_count, br_scalar pScale_x, br_scalar pScale_y, br_scalar pOffset_x, br_scalar pOffset_z);
 
 
 
void ReplayFlame(tSmoke_column* col, br_actor* actor);
 
 
 
void FlameAnimate(int c, br_vector3* pPos, tU32 pTime);
 
 
 
void DoSmokeColumn(int i, tU32 pTime, br_vector3* pRet_car_pos);
 
 
 
void ReplaySmokeColumn(tU32 pTime);
 
 
 
void MungeSmokeColumn(tU32 pTime);
 
 
 
void DisposeFlame(void);
 
 
 
void InitFlame(void);
 
 
 
void InitSplash(FILE* pF);
 
 
 
void DisposeSplash(void);
 
 
 
void DrawTheGlow(br_pixelmap* pRender_screen, br_pixelmap* pDepth_buffer, br_actor* pCamera);
 
 
 
void PipeInstantUnSmudge(tCar_spec* pCar);
 
 
 
void SmudgeCar(tCar_spec* pCar, int fire_point);
 
 
 
void ResetSmokeColumns(void);
 
 
 
void SetSmokeOn(int pSmoke_on);
 
 
 
void ReallySetSmokeOn(int pSmoke_on);
 
 
 
void SetSmoke(int pSmoke_on);
 
 
 
int GetSmokeOn(void);
 
 
 
void StopCarSmoking(tCar_spec* pCar);
 
 
 
void StopCarSmokingInstantly(tCar_spec* pCar);
 
 
 
void ConditionalSmokeColumn(tCar_spec* pCar, int pDamage_index, int pColour);
 
 
 
void SingleSplash(tCar_spec* pCar, br_vector3* sp, br_vector3* normal, tU32 pTime);
 
 
 
void CreateSplash(tCar_spec* pCar, tU32 pTime);
 
 
 
void MungeSplash(tU32 pTime);
 
 
 
void RenderSplashes(void);
 
 
 
void GetSmokeShadeTables(FILE* f);
 
 
 
void FreeSmokeShadeTables(void);
 
 
 
void LoadInKevStuff(FILE* pF);
 
 
 
void DisposeKevStuff(void);
 
 
 
void DisposeKevStuffCar(tCar_spec* pCar);
 
 
 
void DoTrueColModelThing(br_actor* actor, br_model* pModel, br_material* material, void* render_data, br_uint_8 style, int on_screen);
 
 
 
void DoModelThing(br_actor* actor, br_model* pModel, br_material* material, void* render_data, br_uint_8 style, int on_screen);
 
 
 
void SetModelShade(br_actor* pActor, br_pixelmap* pShade);
 
 
 
void MakeCarIt(tCar_spec* pCar);
 
 
 
void StopCarBeingIt(tCar_spec* pCar);
 
 
 
#endif