forked from 0ad/0ad
84 lines
2.1 KiB
C++
84 lines
2.1 KiB
C++
/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* A patch of terrain holding NxN MiniPatch tiles
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*/
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#ifndef INCLUDED_PATCH
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#define INCLUDED_PATCH
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#include "MiniPatch.h"
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#include "RenderableObject.h"
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class CTerrain;
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///////////////////////////////////////////////////////////////////////////////
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// Terrain Constants:
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//
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// PATCH_SIZE: number of tiles in each patch
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const ssize_t PATCH_SIZE = 16;
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/// neighbor IDs for CPatch
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enum CPatchNeighbors
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{
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CPATCH_NEIGHTBOR_LEFT_TOP = 0,
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CPATCH_NEIGHTBOR_TOP = 1,
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CPATCH_NEIGHTBOR_RIGHT_TOP = 2,
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CPATCH_NEIGHTBOR_LEFT = 3,
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CPATCH_NEIGHTBOR_RIGHT = 4,
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CPATCH_NEIGHTBOR_LEFT_BOTTOM = 5,
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CPATCH_NEIGHTBOR_BOTTOM = 6,
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CPATCH_NEIGHTBOR_RIGHT_BOTTOM = 7
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};
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///////////////////////////////////////////////////////////////////////////////
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// CPatch: a single terrain patch, PATCH_SIZE tiles square
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class CPatch : public CRenderableObject
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{
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public:
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// constructor
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CPatch();
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// destructor
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~CPatch();
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// initialize the patch
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void Initialize(CTerrain* parent,ssize_t x,ssize_t z);
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// calculate and store bounds of this patch
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void CalcBounds();
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// is already in the DrawList
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bool m_bWillBeDrawn;
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public:
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// minipatches (tiles) making up the patch
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CMiniPatch m_MiniPatches[PATCH_SIZE][PATCH_SIZE];
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// position of patch in parent terrain grid
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int m_X,m_Z;
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// parent terrain
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CTerrain* m_Parent;
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// draw state...
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void setDrawState(bool value) { m_bWillBeDrawn = value; };
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bool getDrawState() { return m_bWillBeDrawn; };
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};
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#endif
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