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/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
    Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
    Copyright (c) 1997-2006, Destroyer Studios LLC.

    AUTHOR:       John DiCamillo


    OVERVIEW
    ========
    A Single Edge Section of a Terrain Object
*/

#ifndef TerrainApron_h
#define TerrainApron_h

#include "Types.h"
#include "Solid.h"

// +--------------------------------------------------------------------+

class Terrain;

// +--------------------------------------------------------------------+

class TerrainApron : public Solid
{
public:
    TerrainApron(Terrain* terrain,
    const Bitmap* patch, const Rect& rect,
    const Point&  p1,    const Point& p2);
    virtual ~TerrainApron();

    virtual void      Render(Video* video, DWORD flags);
    virtual void      Update();

    virtual int       CollidesWith(Graphic& o);
    virtual bool      Luminous()    const { return false; }
    virtual bool      Translucent() const { return false; }

    // accessors:
    double            Scale()           const { return scale;    }
    double            MountainScale()   const { return mtnscale; }
    double            SeaLevel()        const { return base;     }
    void              SetScales(double scale, double mtnscale, double base);

    void              Illuminate(Color ambient, List<Light>& lights);
    virtual int       CheckRayIntersection(Point pt, Point vpn, double len, Point& ipt,
    bool treat_translucent_polys_as_solid=true);

protected:
    virtual bool      BuildApron();

    Terrain*          terrain;
    int               nverts;
    int               npolys;
    int               terrain_width;

    Rect              rect;
    float*            heights;

    double            scale;
    double            mtnscale;
    double            base;
    double            size;
};


#endif  // TerrainApron_h