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-rw-r--r--Stars45/Terrain.h134
1 files changed, 67 insertions, 67 deletions
diff --git a/Stars45/Terrain.h b/Stars45/Terrain.h
index 036dab4..2b30da2 100644
--- a/Stars45/Terrain.h
+++ b/Stars45/Terrain.h
@@ -1,15 +1,15 @@
/* Project Starshatter 4.5
- Destroyer Studios LLC
- Copyright © 1997-2005. All Rights Reserved.
+ Destroyer Studios LLC
+ Copyright © 1997-2005. All Rights Reserved.
- SUBSYSTEM: Stars.exe
- FILE: Terrain.h
- AUTHOR: John DiCamillo
+ SUBSYSTEM: Stars.exe
+ FILE: Terrain.h
+ AUTHOR: John DiCamillo
- OVERVIEW
- ========
- Test pseudo-random terrain heightfield, based on Solid
+ OVERVIEW
+ ========
+ Test pseudo-random terrain heightfield, based on Solid
*/
#ifndef Terrain_h
@@ -36,10 +36,10 @@ class Water;
struct Vec3B
{
- Vec3B() { }
- Vec3B(BYTE a, BYTE b, BYTE c) : x(a), y(b), z(c) { }
+ Vec3B() { }
+ Vec3B(BYTE a, BYTE b, BYTE c) : x(a), y(b), z(c) { }
- BYTE x, y, z;
+ BYTE x, y, z;
};
// +--------------------------------------------------------------------+
@@ -47,72 +47,72 @@ struct Vec3B
class Terrain
{
public:
- Terrain(TerrainRegion* region);
- virtual ~Terrain();
+ Terrain(TerrainRegion* region);
+ virtual ~Terrain();
- virtual void Activate(Scene& scene);
- virtual void Deactivate(Scene& scene);
+ virtual void Activate(Scene& scene);
+ virtual void Deactivate(Scene& scene);
- virtual void SelectDetail(Projector* proj);
- virtual void BuildTerrain();
- virtual void BuildNormals();
+ virtual void SelectDetail(Projector* proj);
+ virtual void BuildTerrain();
+ virtual void BuildNormals();
- virtual void ExecFrame(double seconds);
+ virtual void ExecFrame(double seconds);
- double Height(double x, double y) const;
+ double Height(double x, double y) const;
- const Vec3B* Normals() const { return terrain_normals; }
- TerrainRegion* GetRegion() { return region; }
- double FogFade() const { return fog_fade; }
+ 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; }
+ 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;
+ bool IsFirstPatch(TerrainPatch* p) const;
- static int DetailLevel() { return detail_level; }
- static void SetDetailLevel(int detail);
+ 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;
+ 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