//////////////////////////////////////////////////////////////////////////////// // Scorched3D (c) 2000-2004 // // This file is part of Scorched3D. // // Scorched3D is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. // // Scorched3D is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with Scorched3D; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA //////////////////////////////////////////////////////////////////////////////// #if !defined(__INCLUDE_GroundMapsh_INCLUDE__) #define __INCLUDE_GroundMapsh_INCLUDE__ #include #include #include class ScorchedContext; class LandscapeDefinitionCache; class GroundMaps { public: GroundMaps(LandscapeDefinitionCache &defnCache); virtual ~GroundMaps(); // Generates the next level void generateMaps( ScorchedContext &context, ProgressCounter *counter = 0); // Height map functions float getHeight(int w, int h); float getInterpHeight(float w, float h); Vector &getNormal(int w, int h); void getInterpNormal(float w, float h, Vector &normal); bool getIntersect(Line &direction, Vector &intersect); // Napalm map functions float &getNapalmHeight(int w, int h) { return nmap_.getNapalmHeight(w, h); } // Playable landscape area fns int getMapWidth() { return map_.getMapWidth(); } int getMapHeight() { return map_.getMapHeight(); } // Objects funtions LandscapeObjects &getObjects() { return objects_; } // Actual heightmap HeightMap &getHeightMap() { return map_; } HeightMap &getSurroundMap() { return smap_; } protected: HeightMap map_; // The current level's heightmap HeightMap smap_; // The surround of the landscape NapalmMap nmap_; // How high napalm is at certain points LandscapeObjects objects_; // The objects in the scene LandscapeDefinitionCache &defnCache_; // Generate levels void generateHMap( ScorchedContext &context, ProgressCounter *counter = 0); void generateObjects( ScorchedContext &context, ProgressCounter *counter = 0); void saveHMap(); }; #endif // __INCLUDE_GroundMapsh_INCLUDE__