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/TerrainRegion.cpp | 358 +++++++++++++++++++++++----------------------- 1 file changed, 179 insertions(+), 179 deletions(-) (limited to 'Stars45/TerrainRegion.cpp') diff --git a/Stars45/TerrainRegion.cpp b/Stars45/TerrainRegion.cpp index 12e3938..429b34d 100644 --- a/Stars45/TerrainRegion.cpp +++ b/Stars45/TerrainRegion.cpp @@ -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: TerrainRegion.cpp - AUTHOR: John DiCamillo + SUBSYSTEM: Stars.exe + FILE: TerrainRegion.cpp + AUTHOR: John DiCamillo - OVERVIEW - ======== - Various Heavenly Bodies + OVERVIEW + ======== + Various Heavenly Bodies */ #include "MemDebug.h" @@ -35,32 +35,32 @@ // +====================================================================+ 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) +: 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; + type = TERRAIN; - if (primary) { - orbit = primary->Radius(); - period = primary->Rotation(); - } + if (primary) { + orbit = primary->Radius(); + period = primary->Rotation(); + } - clouds_alt_high = 12.0e3; - clouds_alt_low = 8.0e3; + clouds_alt_high = 12.0e3; + clouds_alt_low = 8.0e3; - Update(); + Update(); } // +--------------------------------------------------------------------+ TerrainRegion::~TerrainRegion() { - layers.destroy(); + layers.destroy(); } // +--------------------------------------------------------------------+ @@ -68,102 +68,102 @@ TerrainRegion::~TerrainRegion() 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; - } - } + 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; + } + } } // +--------------------------------------------------------------------+ @@ -171,51 +171,51 @@ TerrainRegion::Update() void TerrainRegion::LoadSkyColors(const char* bmp_name) { - Bitmap sky_colors_bmp; + Bitmap sky_colors_bmp; - DataLoader* loader = DataLoader::GetLoader(); - loader->LoadBitmap(bmp_name, sky_colors_bmp); + DataLoader* loader = DataLoader::GetLoader(); + loader->LoadBitmap(bmp_name, sky_colors_bmp); - int max_color = sky_colors_bmp.Width(); + int max_color = sky_colors_bmp.Width(); - if (max_color > 24) - max_color = 24; + 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 < 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); + 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() > 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() > 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() > 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() > 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() > 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); + if (sky_colors_bmp.Height() > 6) + for (int i = 0; i < max_color; i++) + shade_color[i] = sky_colors_bmp.GetColor(i, 6); } // +--------------------------------------------------------------------+ @@ -223,44 +223,44 @@ TerrainRegion::LoadSkyColors(const char* bmp_name) void TerrainRegion::AddLayer(double h, const char* tile, const char* detail) { - TerrainLayer* layer = new(__FILE__,__LINE__) TerrainLayer; + TerrainLayer* layer = new(__FILE__,__LINE__) TerrainLayer; - layer->min_height = h; - layer->tile_name = tile; + layer->min_height = h; + layer->tile_name = tile; - if (detail && *detail) - layer->detail_name = detail; + if (detail && *detail) + layer->detail_name = detail; - layers.append(layer); + layers.append(layer); } const Text& TerrainRegion::EnvironmentTexture(int face) const { - switch (face) { - case 0: return env_texture_positive_x; + 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 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 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 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 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; - } + 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; + return env_texture_positive_x; } -- cgit v1.1