summaryrefslogtreecommitdiffstats
path: root/src/graphics/common/cloud.h
blob: d0dcb97c4cae6f41a2dd8670a7c7b07f76ef2a5d (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
// * 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/.

// cloud.h

#pragma once


#include "common/struct.h"


class CInstanceManager;
class CD3DEngine;
class CTerrain;



#define MAXCLOUDLINE	100

typedef struct
{
	short		x, y;		// beginning
	short		len;		// in length x
	float		px1, px2, pz;
}
CloudLine;


class CCloud
{
public:
	CCloud(CInstanceManager* iMan, CD3DEngine* engine);
	~CCloud();

	BOOL		EventProcess(const Event &event);
	void		Flush();
	BOOL		Create(const char *filename, D3DCOLORVALUE diffuse, D3DCOLORVALUE ambient, float level);
	void		Draw();

	BOOL		SetLevel(float level);
	float		RetLevel();

	void		SetEnable(BOOL bEnable);
	BOOL		RetEnable();

protected:
	BOOL		EventFrame(const Event &event);
	void		AdjustLevel(D3DVECTOR &pos, D3DVECTOR &eye, float deep, FPOINT &uv1, FPOINT &uv2);
	BOOL		CreateLine(int x, int y, int len);

protected:
	CInstanceManager*	m_iMan;
	CD3DEngine*		m_engine;
	CTerrain*		m_terrain;

	char			m_filename[100];
	float			m_level;		// overall level
	FPOINT			m_speed;		// feedrate (wind)
	D3DCOLORVALUE		m_diffuse;		// diffuse color
	D3DCOLORVALUE		m_ambient;		// ambient color
	float			m_time;
	float			m_lastTest;
	int				m_subdiv;

	D3DVECTOR		m_wind;			// wind speed
	int			m_brick;		// brick mosaic
	float			m_size;			// size of a brick element

	int			m_lineUsed;
	CloudLine		m_line[MAXCLOUDLINE];

	BOOL			m_bEnable;
};