62 px1 = px2 = pz = 0.0f;
83 delay = time = last = 0.0f;
124 void SetDevice(
CDevice* device);
125 bool EventProcess(
const Event &event);
179 std::string m_fileName;
199 std::vector<WaterLine> m_lines;
200 std::vector<WaterVapor> m_vapors;
float GetLevel()
Returns the current level of water.
Definition: water.cpp:557
short len
Length in X direction (terrain coordinates)
Definition: water.h:54
bool GetWater(int x, int y)
Indicates if there is water in a given position.
Definition: water.cpp:438
ParticleType
Definition: particle.h:60
float px1
X (1, 2) and Z coordinates (world coordinates)
Definition: water.h:56
void AdjustEye(Math::Vector &eye)
Adjusts the eye of the camera, not to be in the water.
Definition: water.cpp:616
void SetLevel(float level)
Changes the level of the water.
Definition: water.cpp:549
void VaporFlush()
Removes all the steam jets.
Definition: water.cpp:150
WaterType
Mode of water display.
Definition: water.h:91
void DrawSurf()
Draws the flat surface of the water.
Definition: water.cpp:329
short x
Beginning of line (terrain coordinates)
Definition: water.h:51
Opaque texture.
Definition: water.h:98
float m_glint
Amplitude of reflections.
Definition: water.h:183
Particle engine.
Definition: particle.h:268
bool EventFrame(const Event &event)
Makes water evolve.
Definition: water.cpp:86
< shows the limits 4
Definition: particle.h:177
bool VaporCreate(ParticleType type, Math::Vector pos, float delay)
Creates a new steam.
Definition: water.cpp:155
Transparent texture.
Definition: water.h:96
void CreateLine(int x, int y, int len)
Updates the positions, relative to the ground.
Definition: water.cpp:462
No water.
Definition: water.h:94
2D point
Definition: point.h:49
void Create(WaterType type1, WaterType type2, const std::string &fileName, Color diffuse, Color ambient, float level, float glint, Math::Vector eddy)
Creates all expanses of water.
Definition: water.cpp:479
float m_level
Overall level.
Definition: water.h:181
Transparent color.
Definition: water.h:100
void AdjustLevel(Math::Vector &pos, Math::Vector &norm, Math::Point &uv1, Math::Point &uv2)
Adjusts the position to normal, to imitate reflections on an expanse of water at rest.
Definition: water.cpp:250
void SetLava(bool lava)
Management of the mode of lava/water.
Definition: water.cpp:606
Color m_ambient
Ambient color.
Definition: water.h:189
Terrain loader/generator and manager.
Definition: terrain.h:222
Water strip.
Definition: water.h:47
Namespace for (new) graphics code.
Definition: app.h:49
Math::Vector m_eddy
Amplitude of swirls.
Definition: water.h:185
void LavaFrame(float rTime)
Makes evolve the steam jets on the lava.
Definition: water.cpp:100
The graphics engine.
Definition: engine.h:684
Color m_diffuse
Diffuse color.
Definition: water.h:187
Event types, structs and event queue.
Water manager/renderer.
Definition: water.h:118
Opaque color.
Definition: water.h:102
Particle rendering - CParticle class (aka particle)
3D (3x1) vector
Definition: vector.h:52
void VaporFrame(int i, float rTime)
Makes evolve a steam jet.
Definition: water.cpp:181
RGBA color.
Definition: color.h:38
float m_brickSize
Size of a item in an brick.
Definition: water.h:197
void DrawBack()
Draw the back surface of the water.
Definition: water.cpp:268
int m_brickCount
Number of brick*mosaics.
Definition: water.h:195
Event sent by system, interface or game.
Definition: event.h:678
Water particle effect.
Definition: water.h:70
Sound plugin interface.
Definition: sound.h:151
Abstract interface of graphics device.
Definition: device.h:251
void Flush()
Removes all the water.
Definition: water.cpp:541