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.h | 190 ++++++++++++++++++++++++------------------------ 1 file changed, 95 insertions(+), 95 deletions(-) (limited to 'Stars45/TerrainRegion.h') diff --git a/Stars45/TerrainRegion.h b/Stars45/TerrainRegion.h index 5a38547..353e72d 100644 --- a/Stars45/TerrainRegion.h +++ b/Stars45/TerrainRegion.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: TerrainRegion.h - AUTHOR: John DiCamillo + SUBSYSTEM: Stars.exe + FILE: TerrainRegion.h + AUTHOR: John DiCamillo - OVERVIEW - ======== - Various heavenly bodies + OVERVIEW + ======== + Various heavenly bodies */ #ifndef TerrainRegion_h @@ -29,97 +29,97 @@ class TerrainLayer; class TerrainRegion : public OrbitalRegion { - friend class StarSystem; + friend class StarSystem; public: - TerrainRegion(StarSystem* sys, const char* n, double r, Orbital* prime=0); - virtual ~TerrainRegion(); - - // operations: - virtual void Update(); - - // accessors: - const Text& PatchName() const { return patch_name; } - const Text& PatchTexture() const { return patch_texture; } - const Text& ApronName() const { return apron_name; } - const Text& ApronTexture() const { return apron_texture; } - const Text& WaterTexture() const { return water_texture; } - const Text& DetailTexture0() const { return noise_tex0; } - const Text& DetailTexture1() const { return noise_tex1; } - const Text& HazeName() const { return haze_name; } - const Text& CloudsHigh() const { return clouds_high; } - const Text& ShadesHigh() const { return shades_high; } - const Text& CloudsLow() const { return clouds_low; } - const Text& ShadesLow() const { return shades_low; } - const Text& EnvironmentTexture(int n) const; - - Color SunColor() const { return sun_color[24]; } - Color SkyColor() const { return sky_color[24]; } - Color FogColor() const { return fog_color[24]; } - Color Ambient() const { return ambient[24]; } - Color Overcast() const { return overcast[24]; } - Color CloudColor() const { return cloud_color[24];} - Color ShadeColor() const { return shade_color[24];} - - double LateralScale() const { return scale; } - double MountainScale() const { return mtnscale; } - double FogDensity() const { return fog_density; } - double FogScale() const { return fog_scale; } - double DayPhase() const { return day_phase; } - double HazeFade() const { return haze_fade; } - double CloudAltHigh() const { return clouds_alt_high; } - double CloudAltLow() const { return clouds_alt_low; } - Weather& GetWeather() { return weather; } - List& GetLayers() { return layers; } - - bool IsEclipsed() const { return eclipsed; } - void SetEclipsed(bool e) { eclipsed = e; } - - void LoadSkyColors(const char* bmp_name); - void AddLayer(double h, const char* tile, const char* detail=0); + TerrainRegion(StarSystem* sys, const char* n, double r, Orbital* prime=0); + virtual ~TerrainRegion(); + + // operations: + virtual void Update(); + + // accessors: + const Text& PatchName() const { return patch_name; } + const Text& PatchTexture() const { return patch_texture; } + const Text& ApronName() const { return apron_name; } + const Text& ApronTexture() const { return apron_texture; } + const Text& WaterTexture() const { return water_texture; } + const Text& DetailTexture0() const { return noise_tex0; } + const Text& DetailTexture1() const { return noise_tex1; } + const Text& HazeName() const { return haze_name; } + const Text& CloudsHigh() const { return clouds_high; } + const Text& ShadesHigh() const { return shades_high; } + const Text& CloudsLow() const { return clouds_low; } + const Text& ShadesLow() const { return shades_low; } + const Text& EnvironmentTexture(int n) const; + + Color SunColor() const { return sun_color[24]; } + Color SkyColor() const { return sky_color[24]; } + Color FogColor() const { return fog_color[24]; } + Color Ambient() const { return ambient[24]; } + Color Overcast() const { return overcast[24]; } + Color CloudColor() const { return cloud_color[24];} + Color ShadeColor() const { return shade_color[24];} + + double LateralScale() const { return scale; } + double MountainScale() const { return mtnscale; } + double FogDensity() const { return fog_density; } + double FogScale() const { return fog_scale; } + double DayPhase() const { return day_phase; } + double HazeFade() const { return haze_fade; } + double CloudAltHigh() const { return clouds_alt_high; } + double CloudAltLow() const { return clouds_alt_low; } + Weather& GetWeather() { return weather; } + List& GetLayers() { return layers; } + + bool IsEclipsed() const { return eclipsed; } + void SetEclipsed(bool e) { eclipsed = e; } + + void LoadSkyColors(const char* bmp_name); + void AddLayer(double h, const char* tile, const char* detail=0); protected: - Text patch_name; - Text patch_texture; - Text apron_name; - Text apron_texture; - Text water_texture; - Text env_texture_positive_x; - Text env_texture_negative_x; - Text env_texture_positive_y; - Text env_texture_negative_y; - Text env_texture_positive_z; - Text env_texture_negative_z; - Text noise_tex0; - Text noise_tex1; - Text haze_name; - Text clouds_high; - Text clouds_low; - Text shades_high; - Text shades_low; - - Color sun_color[25]; - Color sky_color[25]; - Color fog_color[25]; - Color ambient[25]; - Color overcast[25]; - Color cloud_color[25]; - Color shade_color[25]; - - double scale; - double mtnscale; - - double fog_density; - double fog_scale; - double day_phase; - double haze_fade; - double clouds_alt_high; - double clouds_alt_low; - - Weather weather; - bool eclipsed; - - List layers; + Text patch_name; + Text patch_texture; + Text apron_name; + Text apron_texture; + Text water_texture; + Text env_texture_positive_x; + Text env_texture_negative_x; + Text env_texture_positive_y; + Text env_texture_negative_y; + Text env_texture_positive_z; + Text env_texture_negative_z; + Text noise_tex0; + Text noise_tex1; + Text haze_name; + Text clouds_high; + Text clouds_low; + Text shades_high; + Text shades_low; + + Color sun_color[25]; + Color sky_color[25]; + Color fog_color[25]; + Color ambient[25]; + Color overcast[25]; + Color cloud_color[25]; + Color shade_color[25]; + + double scale; + double mtnscale; + + double fog_density; + double fog_scale; + double day_phase; + double haze_fade; + double clouds_alt_high; + double clouds_alt_low; + + Weather weather; + bool eclipsed; + + List layers; }; #endif TerrainRegion_h -- cgit v1.1