//////////////////////////////////////////////////////////////////////////////// // 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_Waterh_INCLUDE__) #define __INCLUDE_Waterh_INCLUDE__ #include #include #include #include class Water { public: Water(); virtual ~Water(); void draw(); void reset(); void recalculate(); void generate(ProgressCounter *counter = 0); void simulate(float frameTime); bool explosion(Vector position, float size); void addWave(Vector position, float height); bool getWaterOn() { return waterOn_; } float getWaterHeight() { return height_; } GLBitmap &getWaterBitmap() { return bitmapWater_; } WaterWaves &getWaves() { return wWaves_; } protected: bool waterOn_; bool resetWater_; float resetWaterTimer_; float height_; WaterMap wMap_; WaterMapPoints wMapPoints_; WaterWaves wWaves_; GLTexture landTexWater_; GLBitmap bitmapWater_; }; #endif // __INCLUDE_Waterh_INCLUDE__