// * 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; };