File: water_effects.h

package info (click to toggle)
megaglest 3.12.0-2
  • links: PTS, VCS
  • area: main
  • in suites: stretch
  • size: 12,904 kB
  • ctags: 18,215
  • sloc: cpp: 144,232; ansic: 11,860; sh: 2,949; perl: 1,899; python: 1,751; objc: 142; asm: 42; makefile: 24
file content (82 lines) | stat: -rw-r--r-- 1,811 bytes parent folder | download | duplicates (5)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
// ==============================================================
//	This file is part of Glest (www.glest.org)
//
//	Copyright (C) 2001-2008 MartiƱo Figueroa
//
//	You can redistribute this code 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
// ==============================================================

#ifndef _GLEST_GAME_WATER_EFFECTS_H_
#define _GLEST_GAME_WATER_EFFECTS_H_

#ifdef WIN32
    #include <winsock2.h>
    #include <winsock.h>
#endif

#include <vector>
#include "vec.h"
#include "leak_dumper.h"

using std::vector;

using Shared::Graphics::Vec2f;

namespace Glest{ namespace Game{

class Map;

// =====================================================
//	class WaterSplash
// =====================================================

class WaterSplash{
private:
	Vec2f pos;
	int size;
	float anim;
	bool enabled;

public:
	WaterSplash(const Vec2f &pos, int size);

	void update(float amount);

	const Vec2f &getPos() const	{return pos;}
	const int &getSize() const	{return size;}
	float getAnim() const		{return anim;}
	bool getEnabled() const		{return enabled;}
};

// ===============================
// 	class WaterEffects  
//
/// List of water splashes
// ===============================

class WaterEffects{
public:
	typedef vector<WaterSplash> WaterSplashes;

private:
	WaterSplashes waterSplashes;
	float anim;
		
public:
	WaterEffects();

	void update(float speed);

	float getAmin() const	{return anim;}

	void addWaterSplash(const Vec2f &pos, int size);
	int getWaterSplashCount() const					{return (int)waterSplashes.size();}
	const WaterSplash *getWaterSplash(int i) const	{return &waterSplashes[i];}
};

}}//end namespace

#endif