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authormilo24x7@gmail.com <milo24x7@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544>2013-07-07 22:08:49 +0000
committermilo24x7@gmail.com <milo24x7@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544>2013-07-07 22:08:49 +0000
commitd17521c8b9085a91d08fecfd0b51bbbf7b1dccac (patch)
tree4673104b47dc68a079cac9f94deefd48dfcb66fa /Stars45/Terrain.h
parent1de4b2bdbb019be6f1b7262c3eba5568d7682edd (diff)
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Updated open source license declaration and fixed some formatting issues.
Diffstat (limited to 'Stars45/Terrain.h')
-rw-r--r--Stars45/Terrain.h262
1 files changed, 143 insertions, 119 deletions
diff --git a/Stars45/Terrain.h b/Stars45/Terrain.h
index 2b30da2..f591d80 100644
--- a/Stars45/Terrain.h
+++ b/Stars45/Terrain.h
@@ -1,119 +1,143 @@
-/* Project Starshatter 4.5
- Destroyer Studios LLC
- Copyright © 1997-2005. All Rights Reserved.
-
- SUBSYSTEM: Stars.exe
- FILE: Terrain.h
- AUTHOR: John DiCamillo
-
-
- OVERVIEW
- ========
- Test pseudo-random terrain heightfield, based on Solid
-*/
-
-#ifndef Terrain_h
-#define Terrain_h
-
-#include "Types.h"
-#include "Graphic.h"
-#include "Geometry.h"
-#include "Bitmap.h"
-#include "Text.h"
-
-// +--------------------------------------------------------------------+
-
-class Projector;
-class Scene;
-class TerrainApron;
-class TerrainClouds;
-class TerrainLayer;
-class TerrainPatch;
-class TerrainRegion;
-class Water;
-
-// +--------------------------------------------------------------------+
-
-struct Vec3B
-{
- Vec3B() { }
- Vec3B(BYTE a, BYTE b, BYTE c) : x(a), y(b), z(c) { }
-
- BYTE x, y, z;
-};
-
-// +--------------------------------------------------------------------+
-
-class Terrain
-{
-public:
- Terrain(TerrainRegion* region);
- virtual ~Terrain();
-
- virtual void Activate(Scene& scene);
- virtual void Deactivate(Scene& scene);
-
- virtual void SelectDetail(Projector* proj);
- virtual void BuildTerrain();
- virtual void BuildNormals();
-
- virtual void ExecFrame(double seconds);
-
- double Height(double x, double y) const;
-
- const Vec3B* Normals() const { return terrain_normals; }
- TerrainRegion* GetRegion() { return region; }
- double FogFade() const { return fog_fade; }
-
- Bitmap* Texture() { return terrain_texture; }
- Bitmap* ApronTexture() { return apron_texture; }
- Bitmap* WaterTexture() { return water_texture; }
- Bitmap** EnvironmentTexture() { return env_texture; }
- Bitmap* TileTexture(int n) { return tiles[n]; }
- Bitmap* CloudTexture(int n) { return cloud_texture[n]; }
- Bitmap* ShadeTexture(int n) { return shade_texture[n]; }
- Bitmap* DetailTexture(int n) { return noise_texture[n]; }
- Water* GetWater(int level) { return water[level]; }
- List<TerrainLayer>& GetLayers() { return layers; }
-
- bool IsFirstPatch(TerrainPatch* p) const;
-
- static int DetailLevel() { return detail_level; }
- static void SetDetailLevel(int detail);
-
-protected:
- TerrainRegion* region;
- TerrainPatch** patches;
- TerrainPatch** water_patches;
- Water** water;
- TerrainApron** aprons;
- TerrainClouds** clouds;
- int nclouds;
-
- Bitmap terrain_patch;
- Bitmap terrain_apron;
- Bitmap* terrain_texture;
- Bitmap* apron_texture;
- Bitmap* water_texture;
- Bitmap* env_texture[6];
- Bitmap* tiles[256];
- Bitmap* cloud_texture[2];
- Bitmap* shade_texture[2];
- Bitmap* noise_texture[2];
-
- Vec3B* terrain_normals;
- List<TerrainLayer> layers;
-
- Text datapath;
- double scale;
- double mtnscale;
- int subdivisions;
- int patch_size;
- DWORD detail_frame;
- double fog_fade;
-
- static int detail_level;
-};
-
-#endif Terrain_h
-
+/* Starshatter OpenSource Distribution
+ Copyright (c) 1997-2004, Destroyer Studios LLC.
+ All Rights Reserved.
+
+ Redistribution and use in source and binary forms, with or without
+ modification, are permitted provided that the following conditions are met:
+
+ * Redistributions of source code must retain the above copyright notice,
+ this list of conditions and the following disclaimer.
+ * Redistributions in binary form must reproduce the above copyright notice,
+ this list of conditions and the following disclaimer in the documentation
+ and/or other materials provided with the distribution.
+ * Neither the name "Destroyer Studios" nor the names of its contributors
+ may be used to endorse or promote products derived from this software
+ without specific prior written permission.
+
+ THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+ AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+ ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
+ LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+ CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
+ SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
+ INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
+ CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+ ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+ POSSIBILITY OF SUCH DAMAGE.
+
+ SUBSYSTEM: Stars.exe
+ FILE: Terrain.h
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ Test pseudo-random terrain heightfield, based on Solid
+*/
+
+#ifndef Terrain_h
+#define Terrain_h
+
+#include "Types.h"
+#include "Graphic.h"
+#include "Geometry.h"
+#include "Bitmap.h"
+#include "Text.h"
+
+// +--------------------------------------------------------------------+
+
+class Projector;
+class Scene;
+class TerrainApron;
+class TerrainClouds;
+class TerrainLayer;
+class TerrainPatch;
+class TerrainRegion;
+class Water;
+
+// +--------------------------------------------------------------------+
+
+struct Vec3B
+{
+ Vec3B() { }
+ Vec3B(BYTE a, BYTE b, BYTE c) : x(a), y(b), z(c) { }
+
+ BYTE x, y, z;
+};
+
+// +--------------------------------------------------------------------+
+
+class Terrain
+{
+public:
+ Terrain(TerrainRegion* region);
+ virtual ~Terrain();
+
+ virtual void Activate(Scene& scene);
+ virtual void Deactivate(Scene& scene);
+
+ virtual void SelectDetail(Projector* proj);
+ virtual void BuildTerrain();
+ virtual void BuildNormals();
+
+ virtual void ExecFrame(double seconds);
+
+ double Height(double x, double y) const;
+
+ const Vec3B* Normals() const { return terrain_normals; }
+ TerrainRegion* GetRegion() { return region; }
+ double FogFade() const { return fog_fade; }
+
+ Bitmap* Texture() { return terrain_texture; }
+ Bitmap* ApronTexture() { return apron_texture; }
+ Bitmap* WaterTexture() { return water_texture; }
+ Bitmap** EnvironmentTexture() { return env_texture; }
+ Bitmap* TileTexture(int n) { return tiles[n]; }
+ Bitmap* CloudTexture(int n) { return cloud_texture[n]; }
+ Bitmap* ShadeTexture(int n) { return shade_texture[n]; }
+ Bitmap* DetailTexture(int n) { return noise_texture[n]; }
+ Water* GetWater(int level) { return water[level]; }
+ List<TerrainLayer>& GetLayers() { return layers; }
+
+ bool IsFirstPatch(TerrainPatch* p) const;
+
+ static int DetailLevel() { return detail_level; }
+ static void SetDetailLevel(int detail);
+
+protected:
+ TerrainRegion* region;
+ TerrainPatch** patches;
+ TerrainPatch** water_patches;
+ Water** water;
+ TerrainApron** aprons;
+ TerrainClouds** clouds;
+ int nclouds;
+
+ Bitmap terrain_patch;
+ Bitmap terrain_apron;
+ Bitmap* terrain_texture;
+ Bitmap* apron_texture;
+ Bitmap* water_texture;
+ Bitmap* env_texture[6];
+ Bitmap* tiles[256];
+ Bitmap* cloud_texture[2];
+ Bitmap* shade_texture[2];
+ Bitmap* noise_texture[2];
+
+ Vec3B* terrain_normals;
+ List<TerrainLayer> layers;
+
+ Text datapath;
+ double scale;
+ double mtnscale;
+ int subdivisions;
+ int patch_size;
+ DWORD detail_frame;
+ double fog_fade;
+
+ static int detail_level;
+};
+
+#endif Terrain_h
+