80 void SetDevice(
CDevice* device);
81 bool EventProcess(
const Event &event);
135 std::string m_fileName;
147 float m_lastLava = 0.0f;
168 float px1 = 0, px2 = 0, pz = 0;
170 std::vector<WaterLine> m_lines;
185 std::vector<WaterVapor> m_vapors;
189 Color m_color =
Color(1.0f, 1.0f, 1.0f, 1.0f);
float GetLevel()
Returns the current level of water.
Definition: water.cpp:543
bool GetWater(int x, int y)
Indicates if there is water in a given position.
Definition: water.cpp:424
ParticleType
Definition: particle.h:63
void AdjustEye(Math::Vector &eye)
Adjusts the eye of the camera, not to be in the water.
Definition: water.cpp:602
Water strip.
Definition: water.h:159
void SetLevel(float level)
Changes the level of the water.
Definition: water.cpp:535
void VaporFlush()
Removes all the steam jets.
Definition: water.cpp:136
WaterType
Mode of water display.
Definition: water.h:47
void DrawSurf()
Draws the flat surface of the water.
Definition: water.cpp:315
Opaque texture.
Definition: water.h:54
float px1
X (1, 2) and Z coordinates (world coordinates)
Definition: water.h:168
float m_glint
Amplitude of reflections.
Definition: water.h:139
Particle engine.
Definition: particle.h:223
bool EventFrame(const Event &event)
Makes water evolve.
Definition: water.cpp:72
< shows the limits 3
Definition: particle.h:151
bool VaporCreate(ParticleType type, Math::Vector pos, float delay)
Creates a new steam.
Definition: water.cpp:141
Transparent texture.
Definition: water.h:52
void CreateLine(int x, int y, int len)
Updates the positions, relative to the ground.
Definition: water.cpp:448
No water.
Definition: water.h:50
2D point
Definition: point.h:50
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:465
float m_level
Overall level.
Definition: water.h:137
Transparent color.
Definition: water.h:56
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:236
void SetLava(bool lava)
Management of the mode of lava/water.
Definition: water.cpp:592
Color m_ambient
Ambient color.
Definition: water.h:145
Terrain loader/generator and manager.
Definition: terrain.h:145
Namespace for (new) graphics code.
Definition: app.h:49
Math::Vector m_eddy
Amplitude of swirls.
Definition: water.h:141
void LavaFrame(float rTime)
Makes evolve the steam jets on the lava.
Definition: water.cpp:86
The graphics engine.
Definition: engine.h:620
Color m_diffuse
Diffuse color.
Definition: water.h:143
Event types, structs and event queue.
Water manager/renderer.
Definition: water.h:74
Opaque color.
Definition: water.h:58
Water particle effect.
Definition: water.h:176
Particle rendering - CParticle class (aka particle)
3D (3x1) vector
Definition: vector.h:53
void VaporFrame(int i, float rTime)
Makes evolve a steam jet.
Definition: water.cpp:167
RGBA color.
Definition: color.h:39
float m_brickSize
Size of a item in an brick.
Definition: water.h:153
void DrawBack()
Draw the back surface of the water.
Definition: water.cpp:254
int m_brickCount
Number of brick*mosaics.
Definition: water.h:151
Event sent by system, interface or game.
Definition: event.h:709
Base class for all 3D in-game objects.
Definition: object.h:59
Sound plugin interface.
Definition: sound.h:57
Abstract interface of graphics device.
Definition: device.h:268
void Flush()
Removes all the water.
Definition: water.cpp:527