// * 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 { D3DVECTOR 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 { D3DVECTOR 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, D3DVECTOR 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 D3DVECTOR &p1, const D3DVECTOR &p2, float height); void SetWind(D3DVECTOR speed); D3DVECTOR RetWind(); float RetFineSlope(const D3DVECTOR &pos); float RetCoarseSlope(const D3DVECTOR &pos); bool GetNormal(D3DVECTOR &n, const D3DVECTOR &p); float RetFloorLevel(const D3DVECTOR &p, bool bBrut=false, bool bWater=false); float RetFloorHeight(const D3DVECTOR &p, bool bBrut=false, bool bWater=false); bool MoveOnFloor(D3DVECTOR &p, bool bBrut=false, bool bWater=false); bool ValidPosition(D3DVECTOR &p, float marging); TerrainRes RetResource(const D3DVECTOR &p); void LimitPos(D3DVECTOR &pos); void FlushBuildingLevel(); bool AddBuildingLevel(D3DVECTOR center, float min, float max, float height, float factor); bool UpdateBuildingLevel(D3DVECTOR center); bool DeleteBuildingLevel(D3DVECTOR center); float RetBuildingFactor(const D3DVECTOR &p); float RetHardness(const D3DVECTOR &p); int RetMosaic(); int RetBrick(); float RetSize(); float RetScaleRelief(); void GroundFlat(D3DVECTOR pos); float RetFlatZoneRadius(D3DVECTOR center, float max); void SetFlyingMaxHeight(float height); float RetFlyingMaxHeight(); void FlushFlyingLimit(); bool AddFlyingLimit(D3DVECTOR center, float extRadius, float intRadius, float maxHeight); float RetFlyingLimit(D3DVECTOR pos, bool bNoLimit); protected: bool ReliefAddDot(D3DVECTOR pos, float scaleRelief); void AdjustRelief(); D3DVECTOR 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(D3DVECTOR &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; D3DVECTOR m_wind; // wind speed float m_flyingMaxHeight; int m_flyingLimitTotal; FlyingLimit m_flyingLimit[MAXFLYINGLIMIT]; };