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-rw-r--r--Stars45/TerrainRegion.cpp556
1 files changed, 290 insertions, 266 deletions
diff --git a/Stars45/TerrainRegion.cpp b/Stars45/TerrainRegion.cpp
index 429b34d..6e13455 100644
--- a/Stars45/TerrainRegion.cpp
+++ b/Stars45/TerrainRegion.cpp
@@ -1,266 +1,290 @@
-/* Project Starshatter 4.5
- Destroyer Studios LLC
- Copyright © 1997-2005. All Rights Reserved.
-
- SUBSYSTEM: Stars.exe
- FILE: TerrainRegion.cpp
- AUTHOR: John DiCamillo
-
-
- OVERVIEW
- ========
- Various Heavenly Bodies
-*/
-
-#include "MemDebug.h"
-#include "TerrainRegion.h"
-#include "Sky.h"
-#include "TerrainHaze.h"
-#include "TerrainLayer.h"
-#include "Sim.h"
-#include "Grid.h"
-#include "CameraDirector.h"
-#include "HUDView.h"
-
-#include "Game.h"
-#include "Sound.h"
-#include "Solid.h"
-#include "Sprite.h"
-#include "Light.h"
-#include "Bitmap.h"
-#include "DataLoader.h"
-#include "Scene.h"
-#include "ParseUtil.h"
-
-// +====================================================================+
-
-TerrainRegion::TerrainRegion(StarSystem* s, const char* n, double r, Orbital* p)
-: OrbitalRegion(s, n, 0.0, r, 0.0, p),
-scale(10e3),
-mtnscale(1e3),
-fog_density(0),
-fog_scale(0),
-day_phase(0),
-eclipsed(false)
-{
- type = TERRAIN;
-
- if (primary) {
- orbit = primary->Radius();
- period = primary->Rotation();
- }
-
- clouds_alt_high = 12.0e3;
- clouds_alt_low = 8.0e3;
-
- Update();
-}
-
-// +--------------------------------------------------------------------+
-
-TerrainRegion::~TerrainRegion()
-{
- layers.destroy();
-}
-
-// +--------------------------------------------------------------------+
-
-void
-TerrainRegion::Update()
-{
- if (system && primary) {
- phase = primary->RotationPhase();
- loc = primary->Location() + Point((double) (orbit * cos(phase)),
- (double) (orbit * sin(phase)),
- 0);
- }
-
- if (rep)
- rep->MoveTo(loc.OtherHand());
-
- // calc day phase:
- OrbitalBody* star = system->Bodies()[0];
-
- Point tvpn = Location() - primary->Location();
- Point tvst = star->Location() - primary->Location();
-
- tvpn.Normalize();
- tvst.Normalize();
-
- day_phase = acos(tvpn * tvst) + PI;
-
- Point meridian = tvpn.cross(tvst);
-
- if (meridian.z < 0) {
- day_phase = 2*PI - day_phase;
- }
-
- day_phase *= 24 / (2*PI);
-
- if (!system || system->ActiveRegion() != this)
- return;
-
- // set sky color:
- int base_hour = (int) day_phase;
- double fraction = day_phase - base_hour;
-
- sky_color[24] = Color::Scale(sky_color[base_hour], sky_color[base_hour+1], fraction);
- sun_color[24] = Color::Scale(sun_color[base_hour], sun_color[base_hour+1], fraction);
- fog_color[24] = Color::Scale(fog_color[base_hour], fog_color[base_hour+1], fraction);
- ambient[24] = Color::Scale(ambient[base_hour], ambient[base_hour+1], fraction);
- overcast[24] = Color::Scale(overcast[base_hour], overcast[base_hour+1], fraction);
- cloud_color[24] = Color::Scale(cloud_color[base_hour], cloud_color[base_hour+1], fraction);
- shade_color[24] = Color::Scale(shade_color[base_hour], shade_color[base_hour+1], fraction);
-
- CameraDirector* cam_dir = CameraDirector::GetInstance();
- Sim* sim = Sim::GetSim();
- double alt = 0;
- double dim = 1;
-
- if (cam_dir && cam_dir->GetCamera())
- alt = cam_dir->GetCamera()->Pos().y;
-
- if (alt > 0) {
- if (alt < TERRAIN_ALTITUDE_LIMIT) {
- if (weather.Ceiling() > 0) {
- fog_color[24] = overcast[24];
- sky_color[24] = overcast[24];
- dim = 0.125;
-
- /***
- if (alt < weather.Ceiling()) {
- sky_color[24] = overcast[24];
- dim = 0.125;
- }
- else if (alt < weather.Ceiling() + 500) {
- double thick = (weather.Ceiling() + 500.0 - alt) / 500.0;
- sky_color[24] = sky_color[24] * (1.0 - thick);
- sky_color[24] += overcast[24] * thick;
-
- dim = 1 - thick * 0.875;
- }
- else {
- sky_color[24] = sky_color[24] * (1 - alt/TERRAIN_ALTITUDE_LIMIT);
- }
- ***/
- }
-
- else {
- sky_color[24] = sky_color[24] * (1 - alt/TERRAIN_ALTITUDE_LIMIT);
- }
- }
- else {
- sky_color[24] = Color::Black;
- }
- }
-
- if (system) {
- system->SetSunlight(sun_color[24], dim);
- system->SetBacklight(sky_color[24], dim);
-
- HUDView* hud = HUDView::GetInstance();
- if (hud) {
- Color night_vision = hud->Ambient();
- sky_color[24] += night_vision * 0.15;
- }
- }
-}
-
-// +--------------------------------------------------------------------+
-
-void
-TerrainRegion::LoadSkyColors(const char* bmp_name)
-{
- Bitmap sky_colors_bmp;
-
- DataLoader* loader = DataLoader::GetLoader();
- loader->LoadBitmap(bmp_name, sky_colors_bmp);
-
- int max_color = sky_colors_bmp.Width();
-
- if (max_color > 24)
- max_color = 24;
-
- for (int i = 0; i < 25; i++) {
- sun_color[i] = Color::White;
- sky_color[i] = Color::Black;
- fog_color[i] = Color::White;
- ambient[i] = Color::DarkGray;
- cloud_color[i] = Color::White;
- shade_color[i] = Color::Gray;
- }
-
- for (int i = 0; i < max_color; i++)
- sky_color[i] = sky_colors_bmp.GetColor(i, 0);
-
- if (sky_colors_bmp.Height() > 1)
- for (int i = 0; i < max_color; i++)
- fog_color[i].Set(sky_colors_bmp.GetColor(i, 1).Value() | Color(0,0,0,255).Value());
-
- if (sky_colors_bmp.Height() > 2)
- for (int i = 0; i < max_color; i++)
- ambient[i] = sky_colors_bmp.GetColor(i, 2);
-
- if (sky_colors_bmp.Height() > 3)
- for (int i = 0; i < max_color; i++)
- sun_color[i] = sky_colors_bmp.GetColor(i, 3);
-
- if (sky_colors_bmp.Height() > 4)
- for (int i = 0; i < max_color; i++)
- overcast[i] = sky_colors_bmp.GetColor(i, 4);
-
- if (sky_colors_bmp.Height() > 5)
- for (int i = 0; i < max_color; i++)
- cloud_color[i] = sky_colors_bmp.GetColor(i, 5);
-
- if (sky_colors_bmp.Height() > 6)
- for (int i = 0; i < max_color; i++)
- shade_color[i] = sky_colors_bmp.GetColor(i, 6);
-}
-
-// +--------------------------------------------------------------------+
-
-void
-TerrainRegion::AddLayer(double h, const char* tile, const char* detail)
-{
- TerrainLayer* layer = new(__FILE__,__LINE__) TerrainLayer;
-
- layer->min_height = h;
- layer->tile_name = tile;
-
- if (detail && *detail)
- layer->detail_name = detail;
-
- layers.append(layer);
-}
-
-const Text&
-TerrainRegion::EnvironmentTexture(int face) const
-{
- switch (face) {
- case 0: return env_texture_positive_x;
-
- case 1: if (env_texture_negative_x.length() > 0)
- return env_texture_negative_x;
- return env_texture_positive_x;
-
- case 2: return env_texture_positive_y;
-
- case 3: if (env_texture_negative_y.length() > 0)
- return env_texture_negative_y;
- return env_texture_positive_y;
-
- case 4: if (env_texture_positive_z.length() > 0)
- return env_texture_positive_z;
- return env_texture_positive_x;
-
- case 5: if (env_texture_negative_z.length() > 0)
- return env_texture_negative_z;
- if (env_texture_positive_z.length() > 0)
- return env_texture_positive_z;
- return env_texture_positive_x;
- }
-
- return env_texture_positive_x;
-}
-
+/* 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: TerrainRegion.cpp
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ Various Heavenly Bodies
+*/
+
+#include "MemDebug.h"
+#include "TerrainRegion.h"
+#include "Sky.h"
+#include "TerrainHaze.h"
+#include "TerrainLayer.h"
+#include "Sim.h"
+#include "Grid.h"
+#include "CameraDirector.h"
+#include "HUDView.h"
+
+#include "Game.h"
+#include "Sound.h"
+#include "Solid.h"
+#include "Sprite.h"
+#include "Light.h"
+#include "Bitmap.h"
+#include "DataLoader.h"
+#include "Scene.h"
+#include "ParseUtil.h"
+
+// +====================================================================+
+
+TerrainRegion::TerrainRegion(StarSystem* s, const char* n, double r, Orbital* p)
+: OrbitalRegion(s, n, 0.0, r, 0.0, p),
+scale(10e3),
+mtnscale(1e3),
+fog_density(0),
+fog_scale(0),
+day_phase(0),
+eclipsed(false)
+{
+ type = TERRAIN;
+
+ if (primary) {
+ orbit = primary->Radius();
+ period = primary->Rotation();
+ }
+
+ clouds_alt_high = 12.0e3;
+ clouds_alt_low = 8.0e3;
+
+ Update();
+}
+
+// +--------------------------------------------------------------------+
+
+TerrainRegion::~TerrainRegion()
+{
+ layers.destroy();
+}
+
+// +--------------------------------------------------------------------+
+
+void
+TerrainRegion::Update()
+{
+ if (system && primary) {
+ phase = primary->RotationPhase();
+ loc = primary->Location() + Point((double) (orbit * cos(phase)),
+ (double) (orbit * sin(phase)),
+ 0);
+ }
+
+ if (rep)
+ rep->MoveTo(loc.OtherHand());
+
+ // calc day phase:
+ OrbitalBody* star = system->Bodies()[0];
+
+ Point tvpn = Location() - primary->Location();
+ Point tvst = star->Location() - primary->Location();
+
+ tvpn.Normalize();
+ tvst.Normalize();
+
+ day_phase = acos(tvpn * tvst) + PI;
+
+ Point meridian = tvpn.cross(tvst);
+
+ if (meridian.z < 0) {
+ day_phase = 2*PI - day_phase;
+ }
+
+ day_phase *= 24 / (2*PI);
+
+ if (!system || system->ActiveRegion() != this)
+ return;
+
+ // set sky color:
+ int base_hour = (int) day_phase;
+ double fraction = day_phase - base_hour;
+
+ sky_color[24] = Color::Scale(sky_color[base_hour], sky_color[base_hour+1], fraction);
+ sun_color[24] = Color::Scale(sun_color[base_hour], sun_color[base_hour+1], fraction);
+ fog_color[24] = Color::Scale(fog_color[base_hour], fog_color[base_hour+1], fraction);
+ ambient[24] = Color::Scale(ambient[base_hour], ambient[base_hour+1], fraction);
+ overcast[24] = Color::Scale(overcast[base_hour], overcast[base_hour+1], fraction);
+ cloud_color[24] = Color::Scale(cloud_color[base_hour], cloud_color[base_hour+1], fraction);
+ shade_color[24] = Color::Scale(shade_color[base_hour], shade_color[base_hour+1], fraction);
+
+ CameraDirector* cam_dir = CameraDirector::GetInstance();
+ Sim* sim = Sim::GetSim();
+ double alt = 0;
+ double dim = 1;
+
+ if (cam_dir && cam_dir->GetCamera())
+ alt = cam_dir->GetCamera()->Pos().y;
+
+ if (alt > 0) {
+ if (alt < TERRAIN_ALTITUDE_LIMIT) {
+ if (weather.Ceiling() > 0) {
+ fog_color[24] = overcast[24];
+ sky_color[24] = overcast[24];
+ dim = 0.125;
+
+ /***
+ if (alt < weather.Ceiling()) {
+ sky_color[24] = overcast[24];
+ dim = 0.125;
+ }
+ else if (alt < weather.Ceiling() + 500) {
+ double thick = (weather.Ceiling() + 500.0 - alt) / 500.0;
+ sky_color[24] = sky_color[24] * (1.0 - thick);
+ sky_color[24] += overcast[24] * thick;
+
+ dim = 1 - thick * 0.875;
+ }
+ else {
+ sky_color[24] = sky_color[24] * (1 - alt/TERRAIN_ALTITUDE_LIMIT);
+ }
+ ***/
+ }
+
+ else {
+ sky_color[24] = sky_color[24] * (1 - alt/TERRAIN_ALTITUDE_LIMIT);
+ }
+ }
+ else {
+ sky_color[24] = Color::Black;
+ }
+ }
+
+ if (system) {
+ system->SetSunlight(sun_color[24], dim);
+ system->SetBacklight(sky_color[24], dim);
+
+ HUDView* hud = HUDView::GetInstance();
+ if (hud) {
+ Color night_vision = hud->Ambient();
+ sky_color[24] += night_vision * 0.15;
+ }
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+TerrainRegion::LoadSkyColors(const char* bmp_name)
+{
+ Bitmap sky_colors_bmp;
+
+ DataLoader* loader = DataLoader::GetLoader();
+ loader->LoadBitmap(bmp_name, sky_colors_bmp);
+
+ int max_color = sky_colors_bmp.Width();
+
+ if (max_color > 24)
+ max_color = 24;
+
+ for (int i = 0; i < 25; i++) {
+ sun_color[i] = Color::White;
+ sky_color[i] = Color::Black;
+ fog_color[i] = Color::White;
+ ambient[i] = Color::DarkGray;
+ cloud_color[i] = Color::White;
+ shade_color[i] = Color::Gray;
+ }
+
+ for (int i = 0; i < max_color; i++)
+ sky_color[i] = sky_colors_bmp.GetColor(i, 0);
+
+ if (sky_colors_bmp.Height() > 1)
+ for (int i = 0; i < max_color; i++)
+ fog_color[i].Set(sky_colors_bmp.GetColor(i, 1).Value() | Color(0,0,0,255).Value());
+
+ if (sky_colors_bmp.Height() > 2)
+ for (int i = 0; i < max_color; i++)
+ ambient[i] = sky_colors_bmp.GetColor(i, 2);
+
+ if (sky_colors_bmp.Height() > 3)
+ for (int i = 0; i < max_color; i++)
+ sun_color[i] = sky_colors_bmp.GetColor(i, 3);
+
+ if (sky_colors_bmp.Height() > 4)
+ for (int i = 0; i < max_color; i++)
+ overcast[i] = sky_colors_bmp.GetColor(i, 4);
+
+ if (sky_colors_bmp.Height() > 5)
+ for (int i = 0; i < max_color; i++)
+ cloud_color[i] = sky_colors_bmp.GetColor(i, 5);
+
+ if (sky_colors_bmp.Height() > 6)
+ for (int i = 0; i < max_color; i++)
+ shade_color[i] = sky_colors_bmp.GetColor(i, 6);
+}
+
+// +--------------------------------------------------------------------+
+
+void
+TerrainRegion::AddLayer(double h, const char* tile, const char* detail)
+{
+ TerrainLayer* layer = new(__FILE__,__LINE__) TerrainLayer;
+
+ layer->min_height = h;
+ layer->tile_name = tile;
+
+ if (detail && *detail)
+ layer->detail_name = detail;
+
+ layers.append(layer);
+}
+
+const Text&
+TerrainRegion::EnvironmentTexture(int face) const
+{
+ switch (face) {
+ case 0: return env_texture_positive_x;
+
+ case 1: if (env_texture_negative_x.length() > 0)
+ return env_texture_negative_x;
+ return env_texture_positive_x;
+
+ case 2: return env_texture_positive_y;
+
+ case 3: if (env_texture_negative_y.length() > 0)
+ return env_texture_negative_y;
+ return env_texture_positive_y;
+
+ case 4: if (env_texture_positive_z.length() > 0)
+ return env_texture_positive_z;
+ return env_texture_positive_x;
+
+ case 5: if (env_texture_negative_z.length() > 0)
+ return env_texture_negative_z;
+ if (env_texture_positive_z.length() > 0)
+ return env_texture_positive_z;
+ return env_texture_positive_x;
+ }
+
+ return env_texture_positive_x;
+}
+