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authorPiotr Dziwinski <piotrdz@gmail.com>2012-06-22 15:54:16 +0200
committerPiotr Dziwinski <piotrdz@gmail.com>2012-06-22 15:54:16 +0200
commit4531ac88d3c022866d564be40c20593de4c70bfc (patch)
tree63bd1feff134c95001a1b10495882debfcdf54e3 /src/old/terrain.h
parent11df0ebf94e0842566bdc8d627ab50cc5309605d (diff)
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Moved old implementations to src/old
Diffstat (limited to 'src/old/terrain.h')
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diff --git a/src/old/terrain.h b/src/old/terrain.h
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+// * This file is part of the COLOBOT source code
+// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
+// *
+// * This program 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 3 of the License, or
+// * (at your option) any later version.
+// *
+// * This program 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 this program. If not, see http://www.gnu.org/licenses/.
+
+// terrain.h
+
+#pragma once
+
+
+#include "common/struct.h"
+#include "math/point.h"
+#include "graphics/d3d/d3dengine.h"
+
+
+class CInstanceManager;
+class CD3DEngine;
+class CWater;
+
+
+
+const float FLATLIMIT = (5.0f*Math::PI/180.0f);
+
+
+enum TerrainRes
+{
+ TR_NULL = 0,
+ TR_STONE = 1,
+ TR_URANIUM = 2,
+ TR_POWER = 3,
+ TR_KEYa = 4,
+ TR_KEYb = 5,
+ TR_KEYc = 6,
+ TR_KEYd = 7,
+};
+
+
+const int MAXBUILDINGLEVEL = 100;
+
+struct BuildingLevel
+{
+ Math::Vector center;
+ float factor;
+ float min;
+ float max;
+ float level;
+ float height;
+ float bboxMinX;
+ float bboxMaxX;
+ float bboxMinZ;
+ float bboxMaxZ;
+};
+
+
+const int MAXMATTERRAIN = 100;
+
+struct TerrainMaterial
+{
+ short id;
+ char texName[20];
+ float u,v;
+ float hardness;
+ char mat[4]; // up, right, down, left
+};
+
+struct DotLevel
+{
+ short id;
+ char mat[4]; // up, right, down, left
+};
+
+
+const int MAXFLYINGLIMIT = 10;
+
+struct FlyingLimit
+{
+ Math::Vector center;
+ float extRadius;
+ float intRadius;
+ float maxHeight;
+};
+
+
+
+class CTerrain
+{
+public:
+ CTerrain(CInstanceManager* iMan);
+ ~CTerrain();
+
+ bool Generate(int mosaic, int brickP2, float size, float vision, int depth, float hardness);
+ bool InitTextures(char* baseName, int* table, int dx, int dy);
+ void LevelFlush();
+ bool LevelMaterial(int id, char* baseName, float u, float v, int up, int right, int down, int left, float hardness);
+ bool LevelInit(int id);
+ bool LevelGenerate(int *id, float min, float max, float slope, float freq, Math::Vector center, float radius);
+ void FlushRelief();
+ bool ReliefFromBMP(const char* filename, float scaleRelief, bool adjustBorder);
+ bool ReliefFromDXF(const char* filename, float scaleRelief);
+ bool ResFromBMP(const char* filename);
+ bool CreateObjects(bool bMultiRes);
+ bool Terraform(const Math::Vector &p1, const Math::Vector &p2, float height);
+
+ void SetWind(Math::Vector speed);
+ Math::Vector RetWind();
+
+ float RetFineSlope(const Math::Vector &pos);
+ float RetCoarseSlope(const Math::Vector &pos);
+ bool GetNormal(Math::Vector &n, const Math::Vector &p);
+ float RetFloorLevel(const Math::Vector &p, bool bBrut=false, bool bWater=false);
+ float RetFloorHeight(const Math::Vector &p, bool bBrut=false, bool bWater=false);
+ bool MoveOnFloor(Math::Vector &p, bool bBrut=false, bool bWater=false);
+ bool ValidPosition(Math::Vector &p, float marging);
+ TerrainRes RetResource(const Math::Vector &p);
+ void LimitPos(Math::Vector &pos);
+
+ void FlushBuildingLevel();
+ bool AddBuildingLevel(Math::Vector center, float min, float max, float height, float factor);
+ bool UpdateBuildingLevel(Math::Vector center);
+ bool DeleteBuildingLevel(Math::Vector center);
+ float RetBuildingFactor(const Math::Vector &p);
+ float RetHardness(const Math::Vector &p);
+
+ int RetMosaic();
+ int RetBrick();
+ float RetSize();
+ float RetScaleRelief();
+
+ void GroundFlat(Math::Vector pos);
+ float RetFlatZoneRadius(Math::Vector center, float max);
+
+ void SetFlyingMaxHeight(float height);
+ float RetFlyingMaxHeight();
+ void FlushFlyingLimit();
+ bool AddFlyingLimit(Math::Vector center, float extRadius, float intRadius, float maxHeight);
+ float RetFlyingLimit(Math::Vector pos, bool bNoLimit);
+
+protected:
+ bool ReliefAddDot(Math::Vector pos, float scaleRelief);
+ void AdjustRelief();
+ Math::Vector RetVector(int x, int y);
+ D3DVERTEX2 RetVertex(int x, int y, int step);
+ bool CreateMosaic(int ox, int oy, int step, int objRank, const D3DMATERIAL7 &mat, float min, float max);
+ bool CreateSquare(bool bMultiRes, int x, int y);
+
+ TerrainMaterial* LevelSearchMat(int id);
+ void LevelTextureName(int x, int y, char *name, Math::Point &uv);
+ float LevelRetHeight(int x, int y);
+ bool LevelGetDot(int x, int y, float min, float max, float slope);
+ int LevelTestMat(char *mat);
+ void LevelSetDot(int x, int y, int id, char *mat);
+ bool LevelIfDot(int x, int y, int id, char *mat);
+ bool LevelPutDot(int x, int y, int id);
+ void LevelOpenTable();
+ void LevelCloseTable();
+
+ void AdjustBuildingLevel(Math::Vector &p);
+
+protected:
+ CInstanceManager* m_iMan;
+ CD3DEngine* m_engine;
+ CWater* m_water;
+
+ int m_mosaic; // number of mosaics
+ int m_brick; // number of bricks per mosaics
+ float m_size; // size of an item in an brick
+ float m_vision; // vision before a change of resolution
+ float* m_relief; // table of the relief
+ int* m_texture; // table of textures
+ int* m_objRank; // table of rows of objects
+ bool m_bMultiText;
+ bool m_bLevelText;
+ float m_scaleMapping; // scale of the mapping
+ float m_scaleRelief;
+ int m_subdivMapping;
+ int m_depth; // number of different resolutions (1,2,3,4)
+ char m_texBaseName[20];
+ char m_texBaseExt[10];
+ float m_defHardness;
+
+ TerrainMaterial m_levelMat[MAXMATTERRAIN+1];
+ int m_levelMatTotal;
+ int m_levelMatMax;
+ int m_levelDotSize;
+ DotLevel* m_levelDot;
+ int m_levelID;
+
+ int m_buildingUsed;
+ BuildingLevel m_buildingTable[MAXBUILDINGLEVEL];
+
+ unsigned char* m_resources;
+ Math::Vector m_wind; // wind speed
+
+ float m_flyingMaxHeight;
+ int m_flyingLimitTotal;
+ FlyingLimit m_flyingLimit[MAXFLYINGLIMIT];
+};
+