#include "Graphic/gamegl.hpp"
#include "Graphic/Texture.hpp"
#include "Math/Frustum.hpp"
-#include "Math/Quaternions.hpp"
+#include "Math/XYZ.hpp"
#include "Utils/ImageIO.hpp"
#define max_terrain_size 256
#define max_decals 1000
-#define shadowdecal 0
-#define footprintdecal 1
-#define blooddecal 2
-#define blooddecalfast 3
-#define shadowdecalpermanent 4
-#define breakdecal 5
-#define blooddecalslow 6
-#define bodyprintdecal 7
-
#define snowyenvironment 0
#define grassyenvironment 1
#define desertenvironment 2
Texture terraintexture;
short size;
- int patchobjectnum[subdivision][subdivision];
- unsigned int patchobjects[subdivision][subdivision][300];
+ std::vector<unsigned int> patchobjects[subdivision][subdivision];
float scale;
int type;
void AddObject(XYZ where, float radius, int id);
void DeleteDecal(int which);
- void MakeDecal(int type, XYZ where, float size, float opacity, float rotation);
- void MakeDecalLock(int type, XYZ where, int whichx, int whichy, float size, float opacity, float rotation);
+ void MakeDecal(decal_type type, XYZ where, float size, float opacity, float rotation);
+ void MakeDecalLock(decal_type type, XYZ where, int whichx, int whichy, float size, float opacity, float rotation);
int lineTerrain(XYZ p1, XYZ p2, XYZ *p);
float getHeight(float pointx, float pointz);
float getOpacity(float pointx, float pointz);