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TerrainRegion.h
Go to the documentation of this file.
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/* Project Starshatter 4.5
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Destroyer Studios LLC
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Copyright © 1997-2005. All Rights Reserved.
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SUBSYSTEM: Stars.exe
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FILE: TerrainRegion.h
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AUTHOR: John DiCamillo
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OVERVIEW
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========
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Various heavenly bodies
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*/
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#ifndef TerrainRegion_h
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#define TerrainRegion_h
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#include "
Types.h
"
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#include "
StarSystem.h
"
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#include "
Weather.h
"
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// +--------------------------------------------------------------------+
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const
double
TERRAIN_ALTITUDE_LIMIT
= 35e3;
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class
TerrainLayer
;
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// +--------------------------------------------------------------------+
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class
TerrainRegion
:
public
OrbitalRegion
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{
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friend
class
StarSystem
;
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public
:
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TerrainRegion
(
StarSystem
* sys,
const
char
* n,
double
r,
Orbital
* prime=0);
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virtual
~TerrainRegion
();
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// operations:
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virtual
void
Update
();
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// accessors:
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const
Text
&
PatchName
()
const
{
return
patch_name
; }
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const
Text
&
PatchTexture
()
const
{
return
patch_texture
; }
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const
Text
&
ApronName
()
const
{
return
apron_name
; }
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const
Text
&
ApronTexture
()
const
{
return
apron_texture
; }
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const
Text
&
WaterTexture
()
const
{
return
water_texture
; }
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const
Text
&
DetailTexture0
()
const
{
return
noise_tex0
; }
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const
Text
&
DetailTexture1
()
const
{
return
noise_tex1
; }
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const
Text
&
HazeName
()
const
{
return
haze_name
; }
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const
Text
&
CloudsHigh
()
const
{
return
clouds_high
; }
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const
Text
&
ShadesHigh
()
const
{
return
shades_high
; }
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const
Text
&
CloudsLow
()
const
{
return
clouds_low
; }
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const
Text
&
ShadesLow
()
const
{
return
shades_low
; }
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const
Text
&
EnvironmentTexture
(
int
n)
const
;
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Color
SunColor
()
const
{
return
sun_color
[24]; }
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Color
SkyColor
()
const
{
return
sky_color
[24]; }
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Color
FogColor
()
const
{
return
fog_color
[24]; }
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Color
Ambient
()
const
{
return
ambient
[24]; }
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Color
Overcast
()
const
{
return
overcast
[24]; }
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Color
CloudColor
()
const
{
return
cloud_color
[24];}
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Color
ShadeColor
()
const
{
return
shade_color
[24];}
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double
LateralScale
()
const
{
return
scale
; }
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double
MountainScale
()
const
{
return
mtnscale
; }
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double
FogDensity
()
const
{
return
fog_density
; }
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double
FogScale
()
const
{
return
fog_scale
; }
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double
DayPhase
()
const
{
return
day_phase
; }
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double
HazeFade
()
const
{
return
haze_fade
; }
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double
CloudAltHigh
()
const
{
return
clouds_alt_high
; }
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double
CloudAltLow
()
const
{
return
clouds_alt_low
; }
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Weather
&
GetWeather
() {
return
weather
; }
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List<TerrainLayer>
&
GetLayers
() {
return
layers
; }
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bool
IsEclipsed
()
const
{
return
eclipsed
; }
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void
SetEclipsed
(
bool
e) {
eclipsed
= e; }
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void
LoadSkyColors
(
const
char
* bmp_name);
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void
AddLayer
(
double
h,
const
char
* tile,
const
char
* detail=0);
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protected
:
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Text
patch_name
;
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Text
patch_texture
;
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Text
apron_name
;
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Text
apron_texture
;
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Text
water_texture
;
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Text
env_texture_positive_x
;
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Text
env_texture_negative_x
;
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Text
env_texture_positive_y
;
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Text
env_texture_negative_y
;
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Text
env_texture_positive_z
;
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Text
env_texture_negative_z
;
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Text
noise_tex0
;
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Text
noise_tex1
;
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Text
haze_name
;
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Text
clouds_high
;
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Text
clouds_low
;
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Text
shades_high
;
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Text
shades_low
;
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Color
sun_color
[25];
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Color
sky_color
[25];
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Color
fog_color
[25];
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Color
ambient
[25];
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Color
overcast
[25];
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Color
cloud_color
[25];
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Color
shade_color
[25];
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double
scale
;
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double
mtnscale
;
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double
fog_density
;
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double
fog_scale
;
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double
day_phase
;
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double
haze_fade
;
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double
clouds_alt_high
;
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double
clouds_alt_low
;
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Weather
weather
;
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bool
eclipsed
;
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List<TerrainLayer>
layers
;
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};
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#endif TerrainRegion_h
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Stars45
TerrainRegion.h
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