+// 0.0 <= light <= 1.0
+// 0.0 <= return value <= 1.0
+inline float decode_light_f(float light_f)
+{
+ s32 i = (u32)(light_f * LIGHT_MAX + 0.5);
+
+ if(i <= 0)
+ return (float)light_decode_table[0] / 255.0;
+ if(i >= LIGHT_MAX)
+ return (float)light_decode_table[LIGHT_MAX] / 255.0;
+
+ float v1 = (float)light_decode_table[i-1] / 255.0;
+ float v2 = (float)light_decode_table[i] / 255.0;
+ float f0 = (float)i - 0.5;
+ float f = light_f * LIGHT_MAX - f0;
+ return f * v2 + (1.0 - f) * v1;
+}
+
+// 0 <= daylight_factor <= 1000
+// 0 <= lightday, lightnight <= LIGHT_SUN
+// 0 <= return value <= LIGHT_SUN
+inline u8 blend_light(u32 daylight_factor, u8 lightday, u8 lightnight)
+{
+ u32 c = 1000;
+ u32 l = ((daylight_factor * lightday + (c-daylight_factor) * lightnight))/c;
+ if(l > LIGHT_SUN)
+ l = LIGHT_SUN;
+ return l;
+}
+
+// 0.0 <= daylight_factor <= 1.0
+// 0 <= lightday, lightnight <= LIGHT_SUN
+// 0 <= return value <= 255
+inline u8 blend_light_f1(float daylight_factor, u8 lightday, u8 lightnight)
+{
+ u8 l = ((daylight_factor * decode_light(lightday) +
+ (1.0-daylight_factor) * decode_light(lightnight)));
+ return l;
+}
+