diff options
author | Piotr Dziwinski <piotrdz@gmail.com> | 2012-06-26 22:23:05 +0200 |
---|---|---|
committer | Piotr Dziwinski <piotrdz@gmail.com> | 2012-06-26 22:23:05 +0200 |
commit | ebed57aa22b772211387a5561f995eee8f5faed1 (patch) | |
tree | 9a0b08371df54c125957e63c7ecff81c001d4eaf /src/graphics/common/terrain.h | |
parent | fc5389d18816799ba2698914384cd099ba8a7a6c (diff) | |
download | colobot-ebed57aa22b772211387a5561f995eee8f5faed1.tar.gz colobot-ebed57aa22b772211387a5561f995eee8f5faed1.tar.bz2 colobot-ebed57aa22b772211387a5561f995eee8f5faed1.zip |
Whitespace and language change
- changed tabs to spaces and DOS line endings to Unix
(except in CBot and metafile)
- changed language to English
- fixed #include <d3d.h> in d3dengine.h
Diffstat (limited to 'src/graphics/common/terrain.h')
-rw-r--r-- | src/graphics/common/terrain.h | 270 |
1 files changed, 135 insertions, 135 deletions
diff --git a/src/graphics/common/terrain.h b/src/graphics/common/terrain.h index 5ccc992..fd9a1a6 100644 --- a/src/graphics/common/terrain.h +++ b/src/graphics/common/terrain.h @@ -31,19 +31,19 @@ class CEngine; class CWater; -const short FLATLIMIT = (5.0f*Math::PI/180.0f); +const short FLATLIMIT = (5.0f*Math::PI/180.0f); enum TerrainRes { - TR_NULL = 0, - TR_STONE = 1, - TR_URANIUM = 2, - TR_POWER = 3, - TR_KEYa = 4, - TR_KEYb = 5, - TR_KEYc = 6, - TR_KEYd = 7, + TR_NULL = 0, + TR_STONE = 1, + TR_URANIUM = 2, + TR_POWER = 3, + TR_KEYa = 4, + TR_KEYb = 5, + TR_KEYc = 6, + TR_KEYd = 7, }; @@ -51,16 +51,16 @@ const short MAXBUILDINGLEVEL = 100; struct BuildingLevel { - Math::Vector center; - float factor; - float min; - float max; - float level; - float height; - float bboxMinX; - float bboxMaxX; - float bboxMinZ; - float bboxMaxZ; + Math::Vector center; + float factor; + float min; + float max; + float level; + float height; + float bboxMinX; + float bboxMaxX; + float bboxMinZ; + float bboxMaxZ; }; @@ -68,17 +68,17 @@ const short MAXMATTERRAIN = 100; struct TerrainMaterial { - short id; - char texName[20]; - float u,v; - float hardness; - char mat[4]; // up, right, down, left + short id; + char texName[20]; + float u,v; + float hardness; + char mat[4]; // up, right, down, left }; struct DotLevel { - short id; - char mat[4]; // up, right, down, left + short id; + char mat[4]; // up, right, down, left }; @@ -86,10 +86,10 @@ const short MAXFLYINGLIMIT = 10; struct FlyingLimit { - Math::Vector center; - float extRadius; - float intRadius; - float maxHeight; + Math::Vector center; + float extRadius; + float intRadius; + float maxHeight; }; @@ -97,115 +97,115 @@ struct FlyingLimit class CTerrain { public: - CTerrain(CInstanceManager* iMan); - ~CTerrain(); - - bool Generate(int mosaic, int brickP2, float size, float vision, int depth, float hardness); - bool InitTextures(char* baseName, int* table, int dx, int dy); - void LevelFlush(); - bool LevelMaterial(int id, char* baseName, float u, float v, int up, int right, int down, int left, float hardness); - bool LevelInit(int id); - bool LevelGenerate(int *id, float min, float max, float slope, float freq, Math::Vector center, float radius); - void FlushRelief(); - bool ReliefFromBMP(const char* filename, float scaleRelief, bool adjustBorder); - bool ReliefFromDXF(const char* filename, float scaleRelief); - bool ResFromBMP(const char* filename); - bool CreateObjects(bool bMultiRes); - bool Terraform(const Math::Vector &p1, const Math::Vector &p2, float height); - - void SetWind(Math::Vector speed); - Math::Vector RetWind(); - - float RetFineSlope(const Math::Vector &pos); - float RetCoarseSlope(const Math::Vector &pos); - bool GetNormal(Math::Vector &n, const Math::Vector &p); - float RetFloorLevel(const Math::Vector &p, bool bBrut=false, bool bWater=false); - float RetFloorHeight(const Math::Vector &p, bool bBrut=false, bool bWater=false); - bool MoveOnFloor(Math::Vector &p, bool bBrut=false, bool bWater=false); - bool ValidPosition(Math::Vector &p, float marging); - TerrainRes RetResource(const Math::Vector &p); - void LimitPos(Math::Vector &pos); - - void FlushBuildingLevel(); - bool AddBuildingLevel(Math::Vector center, float min, float max, float height, float factor); - bool UpdateBuildingLevel(Math::Vector center); - bool DeleteBuildingLevel(Math::Vector center); - float RetBuildingFactor(const Math::Vector &p); - float RetHardness(const Math::Vector &p); - - int RetMosaic(); - int RetBrick(); - float RetSize(); - float RetScaleRelief(); - - void GroundFlat(Math::Vector pos); - float RetFlatZoneRadius(Math::Vector center, float max); - - void SetFlyingMaxHeight(float height); - float RetFlyingMaxHeight(); - void FlushFlyingLimit(); - bool AddFlyingLimit(Math::Vector center, float extRadius, float intRadius, float maxHeight); - float RetFlyingLimit(Math::Vector pos, bool bNoLimit); + CTerrain(CInstanceManager* iMan); + ~CTerrain(); + + bool Generate(int mosaic, int brickP2, float size, float vision, int depth, float hardness); + bool InitTextures(char* baseName, int* table, int dx, int dy); + void LevelFlush(); + bool LevelMaterial(int id, char* baseName, float u, float v, int up, int right, int down, int left, float hardness); + bool LevelInit(int id); + bool LevelGenerate(int *id, float min, float max, float slope, float freq, Math::Vector center, float radius); + void FlushRelief(); + bool ReliefFromBMP(const char* filename, float scaleRelief, bool adjustBorder); + bool ReliefFromDXF(const char* filename, float scaleRelief); + bool ResFromBMP(const char* filename); + bool CreateObjects(bool bMultiRes); + bool Terraform(const Math::Vector &p1, const Math::Vector &p2, float height); + + void SetWind(Math::Vector speed); + Math::Vector RetWind(); + + float RetFineSlope(const Math::Vector &pos); + float RetCoarseSlope(const Math::Vector &pos); + bool GetNormal(Math::Vector &n, const Math::Vector &p); + float RetFloorLevel(const Math::Vector &p, bool bBrut=false, bool bWater=false); + float RetFloorHeight(const Math::Vector &p, bool bBrut=false, bool bWater=false); + bool MoveOnFloor(Math::Vector &p, bool bBrut=false, bool bWater=false); + bool ValidPosition(Math::Vector &p, float marging); + TerrainRes RetResource(const Math::Vector &p); + void LimitPos(Math::Vector &pos); + + void FlushBuildingLevel(); + bool AddBuildingLevel(Math::Vector center, float min, float max, float height, float factor); + bool UpdateBuildingLevel(Math::Vector center); + bool DeleteBuildingLevel(Math::Vector center); + float RetBuildingFactor(const Math::Vector &p); + float RetHardness(const Math::Vector &p); + + int RetMosaic(); + int RetBrick(); + float RetSize(); + float RetScaleRelief(); + + void GroundFlat(Math::Vector pos); + float RetFlatZoneRadius(Math::Vector center, float max); + + void SetFlyingMaxHeight(float height); + float RetFlyingMaxHeight(); + void FlushFlyingLimit(); + bool AddFlyingLimit(Math::Vector center, float extRadius, float intRadius, float maxHeight); + float RetFlyingLimit(Math::Vector pos, bool bNoLimit); protected: - bool ReliefAddDot(Math::Vector pos, float scaleRelief); - void AdjustRelief(); - Math::Vector RetVector(int x, int y); - Gfx::VertexTex2 RetVertex(int x, int y, int step); - bool CreateMosaic(int ox, int oy, int step, int objRank, const Gfx::Material &mat, float min, float max); - bool CreateSquare(bool bMultiRes, int x, int y); - - TerrainMaterial* LevelSearchMat(int id); - void LevelTextureName(int x, int y, char *name, Math::Point &uv); - float LevelRetHeight(int x, int y); - bool LevelGetDot(int x, int y, float min, float max, float slope); - int LevelTestMat(char *mat); - void LevelSetDot(int x, int y, int id, char *mat); - bool LevelIfDot(int x, int y, int id, char *mat); - bool LevelPutDot(int x, int y, int id); - void LevelOpenTable(); - void LevelCloseTable(); - - void AdjustBuildingLevel(Math::Vector &p); + bool ReliefAddDot(Math::Vector pos, float scaleRelief); + void AdjustRelief(); + Math::Vector RetVector(int x, int y); + Gfx::VertexTex2 RetVertex(int x, int y, int step); + bool CreateMosaic(int ox, int oy, int step, int objRank, const Gfx::Material &mat, float min, float max); + bool CreateSquare(bool bMultiRes, int x, int y); + + TerrainMaterial* LevelSearchMat(int id); + void LevelTextureName(int x, int y, char *name, Math::Point &uv); + float LevelRetHeight(int x, int y); + bool LevelGetDot(int x, int y, float min, float max, float slope); + int LevelTestMat(char *mat); + void LevelSetDot(int x, int y, int id, char *mat); + bool LevelIfDot(int x, int y, int id, char *mat); + bool LevelPutDot(int x, int y, int id); + void LevelOpenTable(); + void LevelCloseTable(); + + void AdjustBuildingLevel(Math::Vector &p); protected: - CInstanceManager* m_iMan; - CEngine* m_engine; - CWater* m_water; - - int m_mosaic; // number of mosaics - int m_brick; // number of bricks per mosaics - float m_size; // size of an item in an brick - float m_vision; // vision before a change of resolution - float* m_relief; // table of the relief - int* m_texture; // table of textures - int* m_objRank; // table of rows of objects - bool m_bMultiText; - bool m_bLevelText; - float m_scaleMapping; // scale of the mapping - float m_scaleRelief; - int m_subdivMapping; - int m_depth; // number of different resolutions (1,2,3,4) - char m_texBaseName[20]; - char m_texBaseExt[10]; - float m_defHardness; - - TerrainMaterial m_levelMat[MAXMATTERRAIN+1]; - int m_levelMatTotal; - int m_levelMatMax; - int m_levelDotSize; - DotLevel* m_levelDot; - int m_levelID; - - int m_buildingUsed; - BuildingLevel m_buildingTable[MAXBUILDINGLEVEL]; - - unsigned char* m_resources; - Math::Vector m_wind; // wind speed - - float m_flyingMaxHeight; - int m_flyingLimitTotal; - FlyingLimit m_flyingLimit[MAXFLYINGLIMIT]; + CInstanceManager* m_iMan; + CEngine* m_engine; + CWater* m_water; + + int m_mosaic; // number of mosaics + int m_brick; // number of bricks per mosaics + float m_size; // size of an item in an brick + float m_vision; // vision before a change of resolution + float* m_relief; // table of the relief + int* m_texture; // table of textures + int* m_objRank; // table of rows of objects + bool m_bMultiText; + bool m_bLevelText; + float m_scaleMapping; // scale of the mapping + float m_scaleRelief; + int m_subdivMapping; + int m_depth; // number of different resolutions (1,2,3,4) + char m_texBaseName[20]; + char m_texBaseExt[10]; + float m_defHardness; + + TerrainMaterial m_levelMat[MAXMATTERRAIN+1]; + int m_levelMatTotal; + int m_levelMatMax; + int m_levelDotSize; + DotLevel* m_levelDot; + int m_levelID; + + int m_buildingUsed; + BuildingLevel m_buildingTable[MAXBUILDINGLEVEL]; + + unsigned char* m_resources; + Math::Vector m_wind; // wind speed + + float m_flyingMaxHeight; + int m_flyingLimitTotal; + FlyingLimit m_flyingLimit[MAXFLYINGLIMIT]; }; }; // namespace Gfx |