diff options
Diffstat (limited to 'src/old/water.h')
-rw-r--r-- | src/old/water.h | 260 |
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; +}; + |