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-rw-r--r--src/old/water.h260
1 files changed, 130 insertions, 130 deletions
diff --git a/src/old/water.h b/src/old/water.h
index b2a596b..8a68dd6 100644
--- a/src/old/water.h
+++ b/src/old/water.h
@@ -1,130 +1,130 @@
-// * 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/.
-
-// water.h
-
-#pragma once
-
-
-#include "common/event.h"
-#include "old/d3dengine.h"
-#include "old/particule.h"
-
-
-class CInstanceManager;
-class CTerrain;
-class CSound;
-
-
-
-const int MAXWATERLINE = 500;
-
-struct WaterLine
-{
- short x, y; // beginning
- short len; // length by x
- float px1, px2, pz;
-};
-
-
-const int MAXWATVAPOR = 10;
-
-struct WaterVapor
-{
- bool bUsed;
- ParticuleType type;
- Math::Vector pos;
- float delay;
- float time;
- float last;
-};
-
-
-enum WaterType
-{
- WATER_NULL = 0, // no water
- WATER_TT = 1, // transparent texture
- WATER_TO = 2, // opaque texture
- WATER_CT = 3, // transparent color
- WATER_CO = 4, // opaque color
-};
-
-
-class CWater
-{
-public:
- CWater(CInstanceManager* iMan, CD3DEngine* engine);
- ~CWater();
-
- void SetD3DDevice(LPDIRECT3DDEVICE7 device);
- bool EventProcess(const Event &event);
- void Flush();
- bool Create(WaterType type1, WaterType type2, const char *filename, D3DCOLORVALUE diffuse, D3DCOLORVALUE ambient, float level, float glint, Math::Vector eddy);
- void DrawBack();
- void DrawSurf();
-
- bool SetLevel(float level);
- float RetLevel();
- float RetLevel(CObject* object);
-
- void SetLava(bool bLava);
- bool RetLava();
-
- void AdjustEye(Math::Vector &eye);
-
-protected:
- bool EventFrame(const Event &event);
- void LavaFrame(float rTime);
- void AdjustLevel(Math::Vector &pos, Math::Vector &norm, Math::Point &uv1, Math::Point &uv2);
- bool RetWater(int x, int y);
- bool CreateLine(int x, int y, int len);
-
- void VaporFlush();
- bool VaporCreate(ParticuleType type, Math::Vector pos, float delay);
- void VaporFrame(int i, float rTime);
-
-protected:
- CInstanceManager* m_iMan;
- CD3DEngine* m_engine;
- LPDIRECT3DDEVICE7 m_pD3DDevice;
- CTerrain* m_terrain;
- CParticule* m_particule;
- CSound* m_sound;
-
- WaterType m_type[2];
- char m_filename[100];
- float m_level; // overall level
- float m_glint; // amplitude of reflections
- Math::Vector m_eddy; // amplitude of swirls
- D3DCOLORVALUE m_diffuse; // diffuse color
- D3DCOLORVALUE m_ambient; // ambient color
- float m_time;
- float m_lastLava;
- int m_subdiv;
-
- int m_brick; // number of brick*mosaics
- float m_size; // size of a item in an brick
-
- int m_lineUsed;
- WaterLine m_line[MAXWATERLINE];
-
- WaterVapor m_vapor[MAXWATVAPOR];
-
- bool m_bDraw;
- bool m_bLava;
- D3DCOLOR m_color;
-};
-
+// * 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/.
+
+// water.h
+
+#pragma once
+
+
+#include "common/event.h"
+#include "old/d3dengine.h"
+#include "old/particule.h"
+
+
+class CInstanceManager;
+class CTerrain;
+class CSound;
+
+
+
+const int MAXWATERLINE = 500;
+
+struct WaterLine
+{
+ short x, y; // beginning
+ short len; // length by x
+ float px1, px2, pz;
+};
+
+
+const int MAXWATVAPOR = 10;
+
+struct WaterVapor
+{
+ bool bUsed;
+ ParticuleType type;
+ Math::Vector pos;
+ float delay;
+ float time;
+ float last;
+};
+
+
+enum WaterType
+{
+ WATER_NULL = 0, // no water
+ WATER_TT = 1, // transparent texture
+ WATER_TO = 2, // opaque texture
+ WATER_CT = 3, // transparent color
+ WATER_CO = 4, // opaque color
+};
+
+
+class CWater
+{
+public:
+ CWater(CInstanceManager* iMan, CD3DEngine* engine);
+ ~CWater();
+
+ void SetD3DDevice(LPDIRECT3DDEVICE7 device);
+ bool EventProcess(const Event &event);
+ void Flush();
+ bool Create(WaterType type1, WaterType type2, const char *filename, D3DCOLORVALUE diffuse, D3DCOLORVALUE ambient, float level, float glint, Math::Vector eddy);
+ void DrawBack();
+ void DrawSurf();
+
+ bool SetLevel(float level);
+ float RetLevel();
+ float RetLevel(CObject* object);
+
+ void SetLava(bool bLava);
+ bool RetLava();
+
+ void AdjustEye(Math::Vector &eye);
+
+protected:
+ bool EventFrame(const Event &event);
+ void LavaFrame(float rTime);
+ void AdjustLevel(Math::Vector &pos, Math::Vector &norm, Math::Point &uv1, Math::Point &uv2);
+ bool RetWater(int x, int y);
+ bool CreateLine(int x, int y, int len);
+
+ void VaporFlush();
+ bool VaporCreate(ParticuleType type, Math::Vector pos, float delay);
+ void VaporFrame(int i, float rTime);
+
+protected:
+ CInstanceManager* m_iMan;
+ CD3DEngine* m_engine;
+ LPDIRECT3DDEVICE7 m_pD3DDevice;
+ CTerrain* m_terrain;
+ CParticule* m_particule;
+ CSound* m_sound;
+
+ WaterType m_type[2];
+ char m_filename[100];
+ float m_level; // overall level
+ float m_glint; // amplitude of reflections
+ Math::Vector m_eddy; // amplitude of swirls
+ D3DCOLORVALUE m_diffuse; // diffuse color
+ D3DCOLORVALUE m_ambient; // ambient color
+ float m_time;
+ float m_lastLava;
+ int m_subdiv;
+
+ int m_brick; // number of brick*mosaics
+ float m_size; // size of a item in an brick
+
+ int m_lineUsed;
+ WaterLine m_line[MAXWATERLINE];
+
+ WaterVapor m_vapor[MAXWATVAPOR];
+
+ bool m_bDraw;
+ bool m_bLava;
+ D3DCOLOR m_color;
+};
+