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-rw-r--r--src/graphics/common/blitz.cpp34
1 files changed, 17 insertions, 17 deletions
diff --git a/src/graphics/common/blitz.cpp b/src/graphics/common/blitz.cpp
index 43f4fed..9bf5a93 100644
--- a/src/graphics/common/blitz.cpp
+++ b/src/graphics/common/blitz.cpp
@@ -14,14 +14,14 @@
// * You should have received a copy of the GNU General Public License
// * along with this program. If not, see http://www.gnu.org/licenses/.
-#define STRICT
-#define D3D_OVERLOADS
#include <windows.h>
#include <stdio.h>
#include <d3d.h>
#include "common/struct.h"
+#include "math/const.h"
+#include "math/geometry.h"
#include "graphics/d3d/d3dengine.h"
#include "math/old/d3dmath.h"
#include "graphics/d3d/d3dutil.h"
@@ -75,7 +75,7 @@ void CBlitz::Flush()
for ( i=0 ; i<BLITZMAX ; i++ )
{
- m_shift[i] = FPOINT(0.0f, 0.0f);
+ m_shift[i] = Math::Point(0.0f, 0.0f);
m_width[i] = 1.0f;
}
}
@@ -114,11 +114,11 @@ bool CBlitz::EventFrame(const Event &event)
if ( m_progress >= 1.0f )
{
#if 1
- m_pos.x = (Rand()-0.5f)*(3200.0f-200.0f);
- m_pos.z = (Rand()-0.5f)*(3200.0f-200.0f);
+ m_pos.x = (Math::Rand()-0.5f)*(3200.0f-200.0f);
+ m_pos.z = (Math::Rand()-0.5f)*(3200.0f-200.0f);
#else
- m_pos.x = (Rand()-0.5f)*(3200.0f-2800.0f);
- m_pos.z = (Rand()-0.5f)*(3200.0f-2800.0f);
+ m_pos.x = (Math::Rand()-0.5f)*(3200.0f-2800.0f);
+ m_pos.z = (Math::Rand()-0.5f)*(3200.0f-2800.0f);
#endif
m_pos.y = 0.0f;
@@ -179,15 +179,15 @@ bool CBlitz::EventFrame(const Event &event)
{
max += 0.4f;
- m_shift[i].x += (Rand()-0.5f)*max*2.0f;
+ m_shift[i].x += (Math::Rand()-0.5f)*max*2.0f;
if ( m_shift[i].x < -max ) m_shift[i].x = -max;
if ( m_shift[i].x > max ) m_shift[i].x = max;
- m_shift[i].y += (Rand()-0.5f)*max*2.0f;
+ m_shift[i].y += (Math::Rand()-0.5f)*max*2.0f;
if ( m_shift[i].y < -max ) m_shift[i].y = -max;
if ( m_shift[i].y > max ) m_shift[i].y = max;
- m_width[i] += (Rand()-0.5f)*2.0f;
+ m_width[i] += (Math::Rand()-0.5f)*2.0f;
if ( m_width[i] < 1.0f ) m_width[i] = 1.0f;
if ( m_width[i] > 6.0f ) m_width[i] = 6.0f;
}
@@ -199,7 +199,7 @@ bool CBlitz::EventFrame(const Event &event)
{
m_phase = BPH_WAIT;
m_progress = 0.0f;
- m_speed = 1.0f/(1.0f+Rand()*m_delay);
+ m_speed = 1.0f/(1.0f+Math::Rand()*m_delay);
}
}
@@ -215,7 +215,7 @@ void CBlitz::Draw()
D3DVERTEX2 vertex[4]; // 2 triangles
D3DVECTOR corner[4], eye, n, p, p1, p2;
D3DMATRIX matrix;
- FPOINT texInf, texSup, rot;
+ Math::Point texInf, texSup, rot;
float a;
int i;
@@ -237,7 +237,7 @@ void CBlitz::Draw()
p1 = m_pos;
eye = m_engine->RetEyePt();
- a = RotateAngle(eye.x-p1.x, eye.z-p1.z);
+ a = Math::RotateAngle(eye.x-p1.x, eye.z-p1.z);
n = Normalize(p1-eye);
for ( i=0 ; i<BLITZMAX-1 ; i++ )
@@ -247,22 +247,22 @@ void CBlitz::Draw()
p = p1;
p.x += m_width[i];
- rot = RotatePoint(FPOINT(p1.x, p1.z), a+PI/2.0f, FPOINT(p.x, p.z));
+ rot = Math::RotatePoint(Math::Point(p1.x, p1.z), a+Math::PI/2.0f, Math::Point(p.x, p.z));
corner[0].x = rot.x+m_shift[i].x;
corner[0].y = p1.y;
corner[0].z = rot.y+m_shift[i].y;
- rot = RotatePoint(FPOINT(p1.x, p1.z), a-PI/2.0f, FPOINT(p.x, p.z));
+ rot = Math::RotatePoint(Math::Point(p1.x, p1.z), a-Math::PI/2.0f, Math::Point(p.x, p.z));
corner[1].x = rot.x+m_shift[i].x;
corner[1].y = p1.y;
corner[1].z = rot.y+m_shift[i].y;
p = p2;
p.x += m_width[i+1];
- rot = RotatePoint(FPOINT(p2.x, p2.z), a+PI/2.0f, FPOINT(p.x, p.z));
+ rot = Math::RotatePoint(Math::Point(p2.x, p2.z), a+Math::PI/2.0f, Math::Point(p.x, p.z));
corner[2].x = rot.x+m_shift[i+1].x;
corner[2].y = p2.y;
corner[2].z = rot.y+m_shift[i+1].y;
- rot = RotatePoint(FPOINT(p2.x, p2.z), a-PI/2.0f, FPOINT(p.x, p.z));
+ rot = Math::RotatePoint(Math::Point(p2.x, p2.z), a-Math::PI/2.0f, Math::Point(p.x, p.z));
corner[3].x = rot.x+m_shift[i+1].x;
corner[3].y = p2.y;
corner[3].z = rot.y+m_shift[i+1].y;