From 69209c38968c6f4066a772e0a51a2928749217de Mon Sep 17 00:00:00 2001 From: "FWoltermann@gmail.com" Date: Fri, 9 Dec 2011 19:00:23 +0000 Subject: Re-indenting the code to use standard tabs. Yes, I know this is pretty pointless, but who cares? --- Stars45/Terrain.h | 134 +++++++++++++++++++++++++++--------------------------- 1 file changed, 67 insertions(+), 67 deletions(-) (limited to 'Stars45/Terrain.h') 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& 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& 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 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 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 -- cgit v1.1