jediacademy/codemp/RMG/RM_Terrain.h
2013-04-04 17:35:38 -05:00

97 lines
3.1 KiB
C++

#pragma once
#if !defined(RM_TERRAIN_H_INC)
#define RM_TERRAIN_H_INC
#define MAX_RANDOM_MODELS 8
class CRandomModel
{
private:
char mModelName[MAX_QPATH];
float mFrequency;
float mMinScale;
float mMaxScale;
public:
CRandomModel(void) { }
~CRandomModel(void) { }
// Accessors
const bool GetModel( void ) const { return(!!strlen(mModelName)); }
const char *GetModelName( void ) const { return(mModelName); }
void SetModel(const char *name) { Com_sprintf(mModelName, MAX_QPATH, "%s.md3", name); }
const float GetFrequency(void) const { return(mFrequency); }
void SetFrequency(const float freq) { mFrequency = freq; }
const float GetMinScale(void) const { return(mMinScale); }
void SetMinScale(const float minscale) { mMinScale = minscale; }
const float GetMaxScale(void) const { return(mMaxScale); }
void SetMaxScale(const float maxscale) { mMaxScale = maxscale; }
};
class CCGHeightDetails
{
private:
int mNumModels;
int mTotalFrequency;
CRandomModel mModels[MAX_RANDOM_MODELS];
public:
// Constructors
CCGHeightDetails( void ) { memset(this, 0, sizeof(*this)); }
~CCGHeightDetails( void ) { }
// Accessors
const int GetNumModels(void) const { return(mNumModels); }
const int GetAverageFrequency(void) const { return(mTotalFrequency / mNumModels); }
// Prototypes
void AddModel(const CRandomModel *hd);
CRandomModel *GetRandomModel(CCMLandScape *land);
};
class CCGPatch
{
private:
class CCMLandScape *owner;
class CCGLandScape *localowner;
CCMPatch *common;
public:
};
class CRMLandScape
{
private:
CCMLandScape *common;
byte *mDensityMap; // Data image of model densities
int mModelCount; // Count of spawned client models
CCGHeightDetails mHeightDetails[HEIGHT_RESOLUTION]; // Array of info specific to height
public:
CRMLandScape(void);
~CRMLandScape(void);
// Accessors
void SetCommon(CCMLandScape *landscape) { common = landscape; }
const CCMLandScape *GetCommon( void ) const { return(common); }
const thandle_t GetCommonId( void ) const { return(common->GetTerrainId()); }
const int GetTerxels(void) const { return(common->GetTerxels()); }
const int GetRealWidth(void) const { return(common->GetRealWidth()); }
const float GetPatchScalarSize(void) const { return(common->GetPatchScalarSize()); }
const CCGHeightDetails *GetHeightDetail(int height) const { return(mHeightDetails + height); }
void ClearModelCount(void) { mModelCount = 0; }
const int GetModelCount(void) const { return(mModelCount); }
// Prototypes
void SetShaders(const int height, const qhandle_t shader);
void AddModel(const int height, int maxheight, const CRandomModel *hd);
void LoadMiscentDef(const char *td);
void LoadDensityMap(const char *td);
void SpawnPatchModels(CCMPatch *patch);
void Sprinkle(CCMPatch *patch, CCGHeightDetails *hd, int level);
void CreateRandomDensityMap(byte *imageData, int width, int height, int seed);
};
void RM_CreateRandomModels(int terrainId, const char *terrainInfo);
void RM_InitTerrain(void);
void RM_ShutdownTerrain(void);
#endif // RM_TERRAIN_H_INC